NECROMANCER SKILL ANALYSIS
HORROR | 6 second panic | 3 meter radius | CD:24 | Uptime: 25% | Active |
VS quick fights (Short combat duration / burst): 1/5 - Burst damage is key in quick fights and skirmishes, not cc
VS endurance fights (Long fights / outlast enemy): 3/5 - Good skill, but the ability has short range and long cd
VS crowds (AOE): 5/5 - This ability should be good vs crowds of mobs
VS single target elites and bosses (ST): 1/5 - Most bosses are immune to panic
DEATH SIPHON | Health on kill: 10 | Mana on kill: 20 | Passive |
VS quick fights (Short combat duration / burst): 1/5 - Not very relevant to short encounters
VS endurance fights (Long fights / outlast enemy): 5/5 - Superb in lasting fights
VS crowds (AOE): 5/5 - Superb vs crowds
VS single target elites and bosses (ST): 2/5 - Unless the boss has consistent adds, this ability is fairly useless
BLINDING TERROR | 15% damage bonus vs panicked (party wide) | Passive |
VS quick fights (Short combat duration / burst): 2/5 - Not very relevant to short encounters, but opening with this grants a damage buff to make it faster
VS endurance fights (Long fights / outlast enemy): 3/5 - Average, better the more range you have to focus panicked mobs. Better if you have a fire mage with you.
VS crowds (AOE): 3/5 - Average, ok skill if you have ranged AOE damage dealers in your party, especially fire mage.
VS single target elites and bosses (ST): x - Not relevant
HASTE | 85% slow on all enemies | Active | Focus |
VS quick fights (Short combat duration / burst): X - Not really applicable, you dont waste haste on small encounters
VS endurance fights (Long fights / outlast enemy): 3/5 - Ok ability in longer fights, can turn the tide of battle
VS crowds (AOE): 5/5 - Superb vs crowds, easy to unleash AOEs with pin-point accuracy
VS single target elites and bosses (ST): 5/5 - Should make elites and dragons alot easier, very valuable tools vs fast moving and/or strong targets
SIMULACRUM | Auto-Activation on death | Duration: 10 | Can not be ressed during Simulacrum |
VS quick fights (Short combat duration / burst): X - Not really applicable
VS endurance fights (Long fights / outlast enemy): 2/5 - This ability is only good if you actually die, and you can not be resurrected in the duration of it
VS crowds (AOE): 3/5 - Should be a good skill depending on your other mage skills. AOE skill spam could prove powerful
VS single target elites and bosses (ST): 3/5 - I can see this be used tactically in hard boss fights, but it puts more strain on the remaining party
POWER OF THE DEAD | 20% damage bonus on kill | Duration: 10 |
VS quick fights (Short combat duration / burst): 3/5 - Kill something fast and the rest goes down even faster
VS endurance fights (Long fights / outlast enemy): 5/5 - Superb in lasting fights, kill enemies for a constant +20% damage bonus
VS crowds (AOE): 5/5 - Superb vs crowds for the same reason as above
VS single target elites and bosses (ST): 2/5 - Completely depends if the boss or elite has adds
SPIRIT MARK | Duration: 12 | Damage: 75% per second (Total: 900%) | CD: 20 | Uptime: 60% | Raises Dead to fight for you if slain during mark |
VS quick fights (Short combat duration / burst): 4/5 - Powerful lasting DOT with high uptime regarding CD
VS endurance fights (Long fights / outlast enemy): 4/5 - High uptime makes this really good, the DOT dmg is nothing to frown at. Also turns dead enemies.
VS crowds (AOE): 3/5 - Should quickly kill and turn enemy mobs. But has no AOE component.
VS single target elites and bosses (ST): 5/5 - Despite losing the turned enemy, the dot has good ST damage and good uptime.
WALKING BOMB | Duration: 10 | CD: 20 | Uptime: 50% | Damage: 200% per second, 100% per second if cast on availability | Explosion damage: 600% | Explosion radius: 5 meters |
VS quick fights (Short combat duration / burst): 3/5 - Actually does very decent damage even for ST. Could clean up quickly.
VS endurance fights (Long fights / outlast enemy): 5/5 - Superb in lasting fights, the uptime and DOT damage is really good.
VS crowds (AOE): 5/5 - No need for explanation. This skill should wreck enemies in heavy AOE encounters.
VS single target elites and bosses (ST): 5/5 - 2000% wpn damage over 10 seconds with 20 seconds CD means 100 dps for free, constantly, always.
Stats: 6 willpower, 3 constitution, 3 magic
VS quick fights (Short combat duration / burst): 15/30
VS endurance fights (Long fights / outlast enemy): 30/40
VS crowds (AOE): 35/40
VS single target elites and bosses (ST): 23/35
Conclusion:
The necromancer has a strong dependency on crowds and long fights with many enemies. For fights that span over a medium++ time frame, a necromancer is a solid choice. The necromancer - despite excelling at fights vs many mobs and big packs, does however have some very strong single target DOTs. The necromance is thus a solid choice for both lasting fights and fights where AOE is king and vs single targets both. It is worth mentioning however that panic abilities and passives are completely useless vs dragons and other panic immune monsters, and many abilities WILL suffer vs strong single target bosses / elites. The mark + walking dead however, makes necromancer more mobile - as you can DOT and run, making the necro an efficient kiter. As for synergy, it seems that Necro+Fire is good due to fire spells also causing panic. Haste seem very powerful, especially vs bosses and elites and big battles where lots of stuff is happening.
Necromancer - as I see it - is a very powerful spec, but suffers from some abilities being very situational. This is off-set by the fact that the single target spells you DO have, are both very strong DoTs which also allows mobility. I grade the necromancer spec 8.5/10.