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Old Aug 13, 2007, 01:14 AM // 01:14   #21
Desert Nomad
 
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Well, I was a little disappointed that there's no new animate spell. Every chapter so far, there's been new minions to play with. No such luck this time round. Guess I'll just make do with the summons. Go mursaat
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Old Aug 16, 2007, 03:53 PM // 15:53   #22
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I'm sorry but Necros are very versatile, also your asking for diversity but asking for more minions?

They actually fared pretty well compared to some of the other classes and I'm looking forward to there new skills, dont care much about the ones in the blood line but the others look fun. Cant wait to take a swing at a ranger and deal 100+ dmg when he blocks it.
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Old Aug 17, 2007, 01:18 AM // 01:18   #23
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Quote:
Originally Posted by pingu666
checkout the mesmer ones before u complain :P
I agree...

...necros got the skills which should belong to mesmers...

And I find new necro skills kinda refreshing
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Old Aug 17, 2007, 05:35 AM // 05:35   #24
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You might think forms or glyphs would make for more interesting necro skills, but from a "profession dynamic" perspective I don't see it making any sense. Forms are uniquely dervish and glyphs are exclusive to the elementalist, with good reason because they fit right along with how those professions behave (enchantment-type buffs/effects are crucial to the dervish for their damage/defense effectiveness, while the "magic-powerhouse" elementalists use the glyphs to tweak the performance of their heavy spells). You'll notice the pre-GW:EN necro doesn't have any of those, which is a result of (or perhaps further perpetuates) their inherent personality.

If suddenly necros get such skills in GW:EN, then not only are they not functioning the way they're supposed to as per Prophecies thru Nightfall, but also they lose alot of their identity in emulating other professions. A necro with GW:EN shouldn't seem like a different profession from the one with just Prophecies - they should seem like the same class, just with different skills or abilities that still reflect the profession's general role in the game. It would be like giving GW:EN mesmers a corpse exploit skill to interrupt nearby foes (call it "putrid interrupt" ). Sure it's an innovative new skill for the mesmer (who is supposed to be the interrupt specialist), but you can see he's messing with the necro's turf.

As for reanimation, it's a neat concept but I think it's too much like a weak middle-ground between minion animation and outright resurrect. In a game where a player's life can be restored by one spell from a monk, giving someone "undead" status just doesn't have as much bearing or point. I wouldn't be surprised if in the design phase Anet decided to scrap a "reanimate" concept for their original necromancer ideas in favor of the grittier "constructed-from-rearranged-dead-flesh" minions that made it into the current game.
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Old Aug 17, 2007, 05:42 AM // 05:42   #25
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oh i dunno Nucifus, it could have simply been an issue with recognising the enemy and animated allies. The "undead" already exist ingame and we get to battle skeletons, ghould, ghosts , specters, a lich...

come to think of it...one of those shadow ghost thingies would have a real comfy space on my skillbar....one day.
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