Extremely disappointing to me.
I was hoping for summons, spirits, undead skeletons, something that most people would assume.
Instead it just sounds like mostly cc with marking and other things,
Extremely disappointing to me.
I was hoping for summons, spirits, undead skeletons, something that most people would assume.
Instead it just sounds like mostly cc with marking and other things,
Found the upgrade to Spirit Mark in one of the videos.
Don't know if this was already posted though....
After upgrading it does 150% weapon damage instead of 75% and costs no mana.
Oooo...
Best offensive spell in the game?
12 * 150% weapon damage = 1800% weapon damage. True, it's DOT, but it's still more than Fire Mine (though the Mine has AOE, but it costs mana and I believe it has a longer cooldown).
"Blood magic is a school of magic that uses the power inherent in blood to fuel spellcasting."
True, but there are certain spells only possible through the use of blood magic. It also serves to magnify the power of regular magic beyond what could be achieved with mana.
Oooo...
Best offensive spell in the game?
12 * 150% weapon damage = 1800% weapon damage. True, it's DOT, but it's still more than Fire Mine (though the Mine has AOE, but it costs mana and I believe it has a longer cooldown).
Fire mines upgrade adds a DOT that doubles its damage to 3200% then add on the bonus burn duration passive and good luck finding a bigger nuke
.
Fire mines upgrade adds a DOT that doubles its damage to 3200% then add on the bonus burn duration passive and good luck finding a bigger nuke
.
Hah, alright then
.
Best single-target damage though, unless Rift Mage has something better (have we seen the tree?).
There's also one other thing. If Mages have AOE damage that does immediate 16x weapon damage + another 16x in DOT for all targets + all bonuses, than what figures does Assassin have...
Found the upgrade to Spirit Mark in one of the videos.
Don't know if this was already posted though....
After upgrading it does 150% weapon damage instead of 75% and costs no mana.
out of likes but thanks x
After upgrading it does 150% weapon damage instead of 75% and costs no mana.

There are skills in fire and lightning that reduce .5 for every normal attack and 1 sec for spells. This last for 15sec and we get 8 abilities if spec'd to max spell casting we can easily chop off 7secs from this spell.
The biggest question no one asked yet: does it stack?
I personally can't wait to see if I can build a mage that focuses on spell cast reduction with this bad boy.
Now I see why we only get 8 spells, people like me if we had access to all spells would find a way to reduce the cast to crazy low numbers.
Hah, alright then
.
Best single-target damage though, unless Rift Mage has something better (have we seen the tree?).
There's also one other thing. If Mages have AOE damage that does immediate 16x weapon damage + another 16x in DOA for all targets + all bonuses, than what figures does Assassin have...
who knows i'm hoping assassinate will return in some capacity from DA:2 the damage of that ability was insane.
Wow, all of those abilities in the Necromancer tree sound great. Looks like I know what my Mage is going to be. ![]()
Sorry KE, you're no longer my favorite Mage Specialization.
Guest_Puddi III_*

Alas there is not one summon that necromancers get. Instead 'spirits' are just visual FX placed over your targets.
Wow and they really did put haste in the necro tree. Am I the only one who thinks that spell doesn't belong there? It looks like spirit mark is the closest thing to a summoning... I suppose simulacrum, as well, but it's not very fun if I have to be knocked unconscious to summon.
The game as a whole still looks good but this is massively disappointing for many reasons.
Wow and they really did put haste in the necro tree. Am I the only one who thinks that spell doesn't belong there?
The other two mage spec have a "slow/haste" too. So it technically belong everywhere!
The other two mage spec have a "slow/haste" too. So it technically belong everywhere!
What? KE has resurgence, what are you talking about?
Has rift mage been revealed?? If so, do you have a link?
What? KE has resurgence, what are you talking about?
Has rift mage been revealed?? If so, do you have a link?
Not focus based, mana basedd spells.
The KE has Disruption Field (very last spell), it slow down everything in a radius by 50% (90% for half the time with upgrade). Enemy larger than the diameter of the AOE are not affected though. This is less or more Gravity Ring from DA2 Force Mage.
The Rift Mage has Pull of the Abyss, we just have the name. Unless they dramatically changed why the spell does, it slow down enemies based on how far they are from the center of it. It was an awesome spell in DA2 (Force Mage spec again).
Huh, did anyone else notice that fire wall caused a "panicked" effect despite the description saying "fear duration"? The water surrounding the fear/panic being the same or different CC effect continues to be murky. I'm really starting to think that there is only a panic effect and that inferno will snynergize well with necromancy. All kinds of +damage.
Not focus based, mana basedd spells.
The KE has Disruption Field (very last spell), it slow down everything in a radius by 50% (90% for half the time with upgrade). Enemy larger than the diameter of the AOE are not affected though. This is less or more Gravity Ring from DA2 Force Mage.
The Rift Mage has Pull of the Abyss, we just have the name. Unless they dramatically changed why the spell does, it slow down enemies based on how far they are from the center of it. It was an awesome spell in DA2 (Force Mage spec again).
Ah I see what ur saying. sounds like they might be bringing back force mage, then. If so, that's a good deal that was a really fun specialization. Necro let me down terribly, so right now KE is looking pretty good, and i'm curious about RM.
I DID warn several months ago that people were using the word "necromancy" wrong. It's magic that deals with the dead, it's not specifically magic that summons them as pets. So, jumping to conclusions about getting a magical pet class would likely just lead to disappointment.
For what it's worth, BWare's depiction of Necromancy is accurate. The necromancy people see more often as summoning/controlling the undead is historically connected more with Voodoo. We're not dealing with real-world history, but just the same.
You know something just occurred to me--sorry if this was mentioned before.
But if you look at Death Syphon... and I'm interpreting this correctly, you regen 10% of your max health everytime an enemy near you dies? So... in theory, if you're fighting a buttload of enemies, and you have stuff in place like barrier and freezing mines to disable close proximity enemies... you could pick them off one by one and fully regenerate your health. Furthermore, if this is a passive ability, it will always be active. Depending on the range, then, the necromancer could almost always be the last mage standing.
Spirit mark and walking bomb are strong by themselves, but what makes them even better is their uptime. Mark has 60% uptime, I believe walking bomb has 50% uptime.
The Rift Mage has Pull of the Abyss, we just have the name. Unless they dramatically changed why the spell does, it slow down enemies based on how far they are from the center of it. It was an awesome spell in DA2 (Force Mage spec again).
Pull of the Abyss repositioned enemies by drawing them toward the cast point. The slow effect you're talking about was from Gravitic Ring. While Pull of the Abyss did have an attack and movement slow, it was a flat 50%.
Pull of the Abyss repositioned enemies by drawing them toward the cast point. The slow effect you're talking about was from Gravitic Ring. While Pull of the Abyss did have an attack and movement slow, it was a flat 50%.
he's right
It's petty lame and disappointing. I especially hate that its focus ability is Haste where revival is in the knight enchanter tree, even though knight enchanter is already built more powerful, it gets a better focus ability that makes more sense for necromancer, and they give necromancer the focus ability that makes more sense with knight enchanter. Did they make knight enchanter and then go "oh wait there's supposed to be three specializations" and throw together necromancer?
Hmm mostly thematically disappointed? (No summons etc.) or in power?
Because I'm going necro over KE for my NM playthrough due to necromancer looking more powerful overall.
Pull of the Abyss repositioned enemies by drawing them toward the cast point. The slow effect you're talking about was from Gravitic Ring. While Pull of the Abyss did have an attack and movement slow, it was a flat 50%.
You are right. I mixed the center thing.
It's petty lame and disappointing. I especially hate that its focus ability is Haste where revival is in the knight enchanter tree, even though knight enchanter is already built more powerful, it gets a better focus ability that makes more sense for necromancer, and they give necromancer the focus ability that makes more sense with knight enchanter. Did they make knight enchanter and then go "oh wait there's supposed to be three specializations" and throw together necromancer?
firstly you mean resurgence (healing), because the revival spell is in spirit and only costs mana. And secondly yes they did in fact have haste originally in KE, but then for some completely unknown reason to me they switched the two.