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Necromancy Supremacy


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#1
Heartless-Inc

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Fellow Necromancers! Or people who aren't Necromancers, but interested. Or people who want to make the painfully obvious and groan worthy joke about the fact that "necro" can be used in several different ways;

 

I welcome you!

 

I figured someone should start a thread about Necromancers, and our hopes and dreams. Share builds, tips and tricks. And just generally talk, rant and or maybe even whine about our beloved class if it's 3am and we totally just botched that last Dragon fight, losing when the scaly SOB had 100 hp left.

 

I will be posting my own specific build, early in the making as of this post I am only level 15 - shortly.

 

But please feel free folks, share the Necrotic love!~



#2
lastpawn

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What's the defining characteristic of the Necromancer specialization?

 

For Rift mages it's low cooldowns and mana regain plus control spells.

 

For KE it's not dying.

 

For Necro it's...? DOTs?



#3
Heartless-Inc

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What's the defining characteristic of the Necromancer specialization?

 

For Rift mages it's low cooldowns and mana regain plus control spells.

 

For KE it's not dying.

 

For Necro it's...? DOTs?

 

Very astute summerization, you're not really wrong.

 

Necromancers excel at DOTs very much so yes, but we also have a... unique form of CC through what I call "Mob Manipulation".

 

What with Spirit Mark giving us the ability to turn fallen enemies into allies, and of course Walking Bomb granting us a very widespread chain reaction if you grab it's passive (always, grab, it's passive) Virulent - and you have a combination that almost always results in 6 or 7 explosions.

 

The single target weapon damage on a fully upgraded W.B is massive, and since it spreads to all those around it, the resulting chained explosions are lovely.

 

I just recently Marked one Giant before killing it, and having it turn on -another- Giant in the fight, whilst turning the -6- Templars around them into mini bombs.

 

It was glorious.



#4
Bayonet Hipshot

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OP, what other spells you used besides the Necromantic ones ? 

 

Is this necromancy setup viable

 

  1. Horror
  2. Spirit Mark
  3. Walking Bomb
  4. Immolate
  5. Winter's Grasp
  6. Chain Lightning
  7. Dispel
  8. Barrier

I noticed you do not mention Horror very much. 



#5
DrekorSilverfang

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OP, what other spells you used besides the Necromantic ones ? 

 

Is this necromancy setup viable

 

  1. Horror
  2. Spirit Mark
  3. Walking Bomb
  4. Immolate
  5. Winter's Grasp
  6. Chain Lightning
  7. Dispel
  8. Barrier

I noticed you do not mention Horror very much. 

Yes but ditch chain lightning for fire mine

 

Horror also is not really that strong as between walking bomb and fire mine things will spend most of their time flat on their asses and getting blown up.



#6
Heartless-Inc

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Yes but ditch chain lightning for fire mine

 

Horror also is not really that strong as between walking bomb and fire mine things will spend most of their time flat on their asses and getting blown up.

 

I'd have to agree with that to a point. I personally don't use Chain Lightning, very true. My skill set up and specifics I'll post shortly. I do think that Horror is a bit... sub-par.

 

If you go Pyromancer, which a lot likely do (due to fire's panic and fear stacking - very nice) then indeed, Fire Mine is quite nice. I personally use Immolate more than anything. Due to it's criminally low CD, mana and the high damage output with the passive. Is niiiiice,

 

But yes I'll be posting things shortly.

 

EDIT;

 

To speak more specifically on Horror, the upgrade available with other linked passives that debuffs enemies whilst in fear is nice. But once again, this does stack with Inferno's tree. Whilst providing damage from Immolate. Horror is nice, a niche skill. But I honestly don't use it myself. Dorian still has it though, for the lulz. (Awesome skill animation)



#7
lastpawn

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Very astute summerization, you're not really wrong.

 

Necromancers excel at DOTs very much so yes, but we also have a... unique form of CC through what I call "Mob Manipulation".

 

What with Spirit Mark giving us the ability to turn fallen enemies into allies, and of course Walking Bomb granting us a very widespread chain reaction if you grab it's passive (always, grab, it's passive) Virulent - and you have a combination that almost always results in 6 or 7 explosions.

 

The single target weapon damage on a fully upgraded W.B is massive, and since it spreads to all those around it, the resulting chained explosions are lovely.

 

I just recently Marked one Giant before killing it, and having it turn on -another- Giant in the fight, whilst turning the -6- Templars around them into mini bombs.

 

It was glorious.

 

Nice! That sounds like fun. I haven't tried this specialization yet. I find KE a bit boring, but Rift mage has been quite good. Looks like all the Mage specializations take the class from decent to godlike.

 

As it should be...



#8
Nefrast

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The single target weapon damage on a fully upgraded W.B is massive, and since it spreads to all those around it, the resulting chained explosions are lovely.

 

I don't have yet Walking Bomb to test, but I guess these explosions don't play well with friendly fire active, do they?



#9
brazen_nl

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I don't have yet Walking Bomb to test, but I guess these explosions don't play well with friendly fire active, do they?

 

On nightmare they don't, not sure about lower difficulty.



#10
Heartless-Inc

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I don't have yet Walking Bomb to test, but I guess these explosions don't play well with friendly fire active, do they?

 

Now this is a good point, a dangerous good point. On lower difficulties you can turn FF off. I haven't tried Nightmare - but I hear supposedly you can turn it off on that as well? 

 

If this is true, then you have no problem. If you have it on for a bit more of a challenge and or realism;

 

PLEASE USE THE TACTICAL CAMERA!

 

Do not let your tank and or other melees jump head first in during the intile cluster of Bomb explosions, don't do it. Friends don't let friends explode.

 

As for my -current- set up.

 

 

 

 

1. Barrier

 

(This is required, on all mages. This is not negotiable in my mind. Due to there only being -1- healing spell in the game, it being a focus and it being for a DIFFERENT specialization than our own, you NEED Barrier.)

 

2. Immolate

 

(I love this spell. The raw damage is lovely, burning and fear stack well with Necromancy, low CD, low mana cost. Love it.)

 

3. Horror

 

(I've come back around on Horror, but only slightly. I still think that if you DON'T upgrade it, it's more or less useless. Even with the passive on the other side of our tree to help stack a debuff, without Horror's own upgrade for debuffing, it falls off to me and is a point better spent elsewhere. That being said, I have it's upgrade so I'll keep it - for now)

 

4. Walking Bomb 

 

(I don't think I need to tell fellow Necromancers, this is more or less why we do damage in large groups. I find it much more useful in DAI than it was in Origins, which is good because the idea of the skill in and of itself is awesome.)

 

5. Spirit Mark

 

(Secondary bread and butter skill for us, I can't explain how useful this is beyond the fact I can turn Giants against each other and or against other enemies. Giants. Yeah.)

 

6. Fade Step

 

(Obligatory "I royally screwed that one, bye" skill)

 

7. Winter's Grasp/Chain Lightning

 

(So this is dependent on personal preference. I believe in having more than one elemental skill, mainly just for variety coverage and for dispelling those pesky magic barriers around the world. I still don't like chain lightning's reliance on the upgrade to be worth it in my opinion, and winter's grasp has the added benefit of chilling. But it's up to you.)

 

8. Focus Skill/Fire Mine

 

(Another choice, so I'm one of the few people that I've seen so far on the forums that actually considers the focus abilities. The main one we get during the storyline is... well it's pretty damned strong if you have Perks to get to level 2 or 3. That being said, our specific focus, Haste - can be really useful as well for re-positioning and the like. As for Fire Mine? Look at the damage. That's all I have to say on that.)

 

 

This is just a very early skill build, the one I'm using at the moment. Thanks to how cheap re-speccing is it will no doubt change over my play. I also have a specific team set up for this build.

 

Tank - Quite honestly on that front, I prefer Cassandra to Blackwall - a choice I'm sure many will disgree with. I have her set up very Tank-like, obviously going heavy into Sword and Shield, getting a lot of her Templar tree, and going a bit into Vanguard.

 

Another Ranged - usually another mage, honestly solely for the stacked Barriers. I prefer Dorian on this front. Usually just for the doubling up on Spirit Marking, but I will use Vivi more or less solely for Resurgence if I royally muck up. Solas is a nice synergy as well what with his "AOE ALL THE THINGS" mentality. So in short - any mage I feel like.

 

DPS Mastery - A DPS filler, almost always used with Iron Bull. If not alone for him being awesome, the fact is when you mix a Reaver and a Necromancer - everything dies. It's just scary. And with a second mage always being able to stack Barrier, if he spams Dragon's Fury too much on his own, I simply switch to him, Devour, switch back and Barrier. It's all good. I do at times substitute Sera, simply for the ranged benefit of the secondary mage always catching the three of us ranged chars with Barrier, and since Cassandra always has guard, good to go. Also, Thousand Cuts? Yeah.



#11
brazen_nl

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Now this is a good point, a dangerous good point. On lower difficulties you can turn FF off. I haven't tried Nightmare - but I hear supposedly you can turn it off on that as well? 

 

Yes, you can turn it off on any difficulty. What I was referring to is that I don't how FF damage scales on lower difficulty, since enemies barely touch you on normal.



#12
Bayonet Hipshot

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@Heartless-Inc....

 

I think this setup is better.

 

  1. Horror
  2. Spirit Mark
  3. Walking Bomb
  4. Fade Step
  5. Energy Barrage
  6. Immolate
  7. Barrier
  8. Mark of the Rift / Haste / Revival / Fire Mine / Dispel.

 

Allow me to explain the differences. Necromancer is about damage and damage over time with crowd control and pets. 

 

Upgraded Fade Step does more damage than Winter's Grasp, does not cost mana and you can actually control your Fade Step with skill.

 

Energy Barrage is far better than Chain Lightning. Necromancers have Horror, Walking Bomb and Immolate as their AOE spells. It is cheap, it does high damage, enemies cannot avoid it since it is a magical homing grenade and with the Flashpoint passive it can be spammed. 

 

Which means you could use Spirit Mark on someone and to get their spirit forms up you can use Energy Barrage. 

 

I decided to put Revival there because Necromancer and the whole raise the dead thing. IMO, that should have been Necromancer's Focus ability. Alternatively Dispel allows you to get free damage. Or just use Haste or Mark of The Rift. 



#13
Heartless-Inc

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Some good points there, Ishten, my concerns are differing on perspective;

 

Revive

 

I don't use revive simply for the fact that I -always- have another mage with me, and all of them have it. I agree it makes more sense lore/RP wise, but I suppose with Dorian's interaction it can kind of be passed off for Haste.

 

Frost Step

 

I have fade step as a get out of jail free card, frost step requires being close enough to or going intentionally -into- melee range of enemies. Now since my personal playstyle is kiting, as in I'm never in one single place aside from casting or receiving barrier, I find frost step not to be useful for me. 

 

Barrage

 

So I'm going to preface this off from the start, I hate this skill. It should do far more damage than it does in reality, outside from that I think it's a fine addition and or replacement. I despise chain lightning, super despise it lol

 

Dispel

 

This, again, is another "I always have another mage with me" things. If I didn't, you better believe I'd be running this and revive.

 

 

 

I quite like the variety of playstyles all classes can achive, and mages in particular seem to benefit the most from this. I'm curious to see how people adapt and evolve their builds and playstyles. I know I'm constantly respeccing to see what changes I can make to my own layout.