
Originally Posted by
FrozenNova
It feels like PM's got the short end of the stick in a lot of cases in update nine, which is a shame since they weren't incredibly overpowered to begin with.
Echoes of power: Without any sp based SLA's, this is decisively useless. Unless you adore those tier 1 skeletons.
Light spells: Now incredibly painful to Pm's - while this is how it should be, this will make a big difference to incoming damage at lower levels
Death spells: Low cooldown potent wail and fod were really what made PM worthwhile. While I appreciate that we now have circle of death, this is still a heavy blow.
Shrouds: Arn't different enough with new additions.
Choose between:
Zombie - undead, -1 dc
Vampire - undead, +2 enchantment dc
Wraith - undead, 25% stacking incorp, (move silently and balance)
Lich - undead, +1 dc, +1 necro dc, temp hp.
The three necrotic abilities don't approach the potency of the sla's now available to both archmage and savant since they are not affected by metamagics - notably, they cannot be heightened, and there is no easy way to raise their dc. As such, everything ever past level 16 saves against almost every attempt, made increasingly poor by the cheaper nuke spells in any case.
Some ideas, applicable in whatever mix:
Give each form an individual spellpoint based SLA, usable only in that form. For example,
Zombie: Touch range fort save paralysis, similar to ghoul touch, shortlived - 3/4 seconds - 4 sp - 4s cooldown
Vampire: Single target ranged 'command' effect, will save. - 6 sp, 6 second cooldown
Wraith: Applies single negative level, touch range, deathward protects. - 8 sp, 5 second cooldown
Lich: Touch range fortitude death effect, complementing wail survivors. -10 sp, 15 second cooldown
Give the summons some use by giving them specialized roles. Add these to descriptions.
Add the base skeleton to each line.
Base skeleton: High DC trip, deals useful physical damage. Moderately tough.
Knight: Invisible but potent aura of hate. Almost no physical damage. Tough.
Archer: Applies destruction / improved destruction to targets each hit. Frail.
Mage: Restrict spells to nukes, dealing high elemental damage. Moderately frail. (Tougher than archer, more likely to draw attacks)
Autoheighten the necrotic abilities, letting us actually deal something resembling damage with them. While still not on par with evocation archmage or savant, let them be useful for more than "I have to look like I'm doing something".
I'd be happy with just one or two varients on these themes.