Serbitar said:I believe its 1.67 that the necro durability changes are introduced
Kreig said:Afaik we get ToA patched to 1.67?
Kreig said:So Necros + ToA = Gimps
Codien said:No
They dont get gimped in 1.67 (I guess thats what you mean by ToA)
What happens is that when the pet gets hit our armour will degrade. This happens at quite a quick rate apparently.
So a few solutions.
1. We use very common drops with 99% non oc'ed suits for farming/pling. Our necros will be better than now just not as good as 1.65.
2. We spend a fortune on a mix of MP/normal SC and 99% OC'ed suits to max out our farming/pl stats.
With both of the above I suggest that if you want RvR seriously you keep a change of clothes when you RvR
3. You spend a fair bit for a one off investment of a MP set and OC it so you have 130% of you cap. This should give you near capped stats when your kit is at 70% con. Not 100% sure about this one but think it will work.
4. Be grateful for the increase in stats we get in 1.65 and consider the degrading of the kit as one of the many bugs we have to put up with. You can even turn these into games. I get very excited when I suddenly lose a pet at a mile gate. Those 20 seconds before my new pet is there are pant wetting seconds.
Kami said:My necro is a LGM tailor - 1100+ tailoring and 700+ fletching should mean I can repair my own armour and staff. I'll simply not bother with jewlery so hopefully the nerf won't effect me too much
other than that I'll just stockpile me some staff drops from caldey!
As a few ppl have said a buffed necro solo/duo when its quiet can do quite well. All it takes is one caster to fk you over though, even a savage assist train takes quite a while to kill a buffed necro.Kami said:Are there any active rvr necro's out there? I adore my Necromancer in PVE and I've always known we were lacking in rvr but I'm tempted to try anyway for the hell of it