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Any good Necromancer Builds out there?


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20 réponses à ce sujet

#1
Pantalaimon

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I have no idea how to build my Necromancer and I can't find any builds anywhere. I do know I should probably avoid Spirit Mark like the plague though. 

 

Also, is it true that if you freeze/chill an enemy that has Walking Bomb on them it'll take longer to explode? :l



#2
-PenguinFetish-

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Yeah, check the mp resource library sticky :)

#3
JaceNowater

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Yes. I believe Penguin has a build he created for all to give a whirl. Just check DAMP Rescue Library at top of page, It is stickied.

#4
Pantalaimon

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Yeah, check the mp resource library sticky :)

Ah, thanks. Completely didn't notice that sticky >.<



#5
Sephlezar

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The best necro build is the one where you never have to look at her character model.

#6
Catastrophy

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The best necro build is the one where you never have to look at her character model.

Reported.



#7
Sephlezar

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Reported.


Oh no, I am reported for stating that a in game character model looks terrible? Too bad.

#8
J. Peterman

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The best necro build is the one where you never have to look at her character model.

 

I disagree.



#9
Catastrophy

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Oh no, I am reported for stating that a in game character model looks terrible? Too bad.

Yes, bad taste is a bannable offense.



#10
Sephlezar

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Yes, bad taste is a bannable offense.


Well if I go down I am taking the whole ship with me! Mwahahaha! :)

#11
GourdTwitch

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Yeah, check the mp resource library sticky :)

 

Not the best build really. Also, I feel a lot of your builds are sort of over-blown in that you shouldn't have to list "mandatory passives." It should be painstakingly obvious to even the most foolish player that you should only unlock 4-6 actives at most, resulting in plenty of points for passives. Individual builds in this game are of little value as most single-character synergies are simple to the point of being labeled; but cross-class interactions are much less obvious and preposterously more valuable. For example static cage causes perma-stun to enemies being hit by whirlwind. It procs lightning and then (precision?) and leaves you with time to spend mana on barriers or damage spells.

 

 

-Blizzard has low utility, chill isn't that good. The DoT is good, but not for it's cost; handling it becomes awkward with high spenders. Also, it takes an inefficient amount of mana to freeze anything with it; by the time they freeze you'll be too low on mana to cast other critical spells, the enemies will already be dead, or you'll be dead. Unfortunately it just isn't a good choice except for that fact that it freely procs frost armor.

 

-Fade step is a horrible choice on a necro compared to it's alternative, which can do 10x auto-attack damage setting off virulence for fear, frozen, or Walking Bomb and giving you a 2-second invulnerability that breaks aggro. Again chill is fairly worthless.

 

-Winter's grasp costs 65 mana, over one half of your pool, and only stops one enemy. Again chill is basically worthless, since you can kite enemies without it and it doesn't set up any combos. Except this time you've spent over half your mana pool to do it.

 

-Good job you brought walking bomb, everybody figures that out.

 

All of your builds are like this. Horrible resource management, no combos, no team synergy. Obvious choices in passives spelled out. 

 

 

Having promoted a Necro 6 times, I'll post later.


  • The_Prophet_of_Donk aime ceci

#12
-PenguinFetish-

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Not the best build really. Also, I feel a lot of your builds are sort of over-blown in that you shouldn't have to list "mandatory passives." It should be painstakingly obvious to even the most foolish player that you should only unlock 4-6 actives at most, resulting in plenty of points for passives. Individual builds in this game are of little value as most single-character synergies are simple to the point of being labeled; but cross-class interactions are much less obvious and preposterously more valuable. For example static cage causes perma-stun to enemies being hit by whirlwind. It procs lightning and then (precision?) and leaves you with time to spend mana on barriers or damage spells.


-Blizzard has low utility, chill isn't that good. The DoT is good, but not for it's cost; handling it becomes awkward with high spenders. Also, it takes an inefficient amount of mana.

-Fade step is a horrible choice on a necro compared to it's alternative, which can do 10x auto-attack damage setting off virulence for fear, frozen, or Walking Bomb and giving you a 2-second invulnerability that breaks aggro. Again chill is fairly worthless.

-Winter's grasp costs 65 mana, over one half of your pool, and only stops one enemy. Again chill is basically worthless, since you can kite enemies without it and it doesn't set up any combos. Except this time you've spent over half your mana pool to do it.

-Good job you brought walking bomb, everybody figures that out.

All of your builds are like this. Horrible resource management, no combos, no team synergy. Obvious choices in passives spelled out.


Having promoted a Necro 6 times, I'll post later.


K. Ive had lots of positive feedback and its also the builds i run successfully on perilous so im sure a lot of this is your opinion, which is fair enough. Id love to see more builds being posted with videos, so ill look forward to seeing yours :)

#13
GourdTwitch

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What if I told you

 

Perilous isn't hard


  • The_Prophet_of_Donk aime ceci

#14
-PenguinFetish-

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What if I told you

Perilous isn't hard


What if i told you

Perilous is the highest difficulty in this game
  • StrangeStrategy aime ceci

#15
J. Peterman

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Not the best build really. Also, I feel a lot of your builds are sort of over-blown in that you shouldn't have to list "mandatory passives." It should be painstakingly obvious to even the most foolish player that you should only unlock 4-6 actives at most, resulting in plenty of points for passives. Individual builds in this game are of little value as most single-character synergies are simple to the point of being labeled; but cross-class interactions are much less obvious and preposterously more valuable. For example static cage causes perma-stun to enemies being hit by whirlwind. It procs lightning and then (precision?) and leaves you with time to spend mana on barriers or damage spells.

 

 

-Blizzard has low utility, chill isn't that good. The DoT is good, but not for it's cost; handling it becomes awkward with high spenders. Also, it takes an inefficient amount of mana to freeze anything with it; by the time they freeze you'll be too low on mana to cast other critical spells, the enemies will already be dead, or you'll be dead. Unfortunately it just isn't a good choice except for that fact that it freely procs frost armor.

 

-Fade step is a horrible choice on a necro compared to it's alternative, which can do 10x auto-attack damage setting off virulence for fear, frozen, or Walking Bomb and giving you a 2-second invulnerability that breaks aggro. Again chill is fairly worthless.

 

-Winter's grasp costs 65 mana, over one half of your pool, and only stops one enemy. Again chill is basically worthless, since you can kite enemies without it and it doesn't set up any combos. Except this time you've spent over half your mana pool to do it.

 

-Good job you brought walking bomb, everybody figures that out.

 

All of your builds are like this. Horrible resource management, no combos, no team synergy. Obvious choices in passives spelled out. 

 

 

Having promoted a Necro 6 times, I'll post later.

 

The time it took you to type this out would have been better served actually being useful.


  • -PenguinFetish- aime ceci

#16
The Great Gathy

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Not the best build really. Also, I feel a lot of your builds are sort of over-blown in that you shouldn't have to list "mandatory passives." It should be painstakingly obvious to even the most foolish player that you should only unlock 4-6 actives at most, resulting in plenty of points for passives. Individual builds in this game are of little value as most single-character synergies are simple to the point of being labeled; but cross-class interactions are much less obvious and preposterously more valuable. For example static cage causes perma-stun to enemies being hit by whirlwind. It procs lightning and then (precision?) and leaves you with time to spend mana on barriers or damage spells.


-Blizzard has low utility, chill isn't that good. The DoT is good, but not for it's cost; handling it becomes awkward with high spenders. Also, it takes an inefficient amount of mana to freeze anything with it; by the time they freeze you'll be too low on mana to cast other critical spells, the enemies will already be dead, or you'll be dead. Unfortunately it just isn't a good choice except for that fact that it freely procs frost armor.

-Fade step is a horrible choice on a necro compared to it's alternative, which can do 10x auto-attack damage setting off virulence for fear, frozen, or Walking Bomb and giving you a 2-second invulnerability that breaks aggro. Again chill is fairly worthless.

-Winter's grasp costs 65 mana, over one half of your pool, and only stops one enemy. Again chill is basically worthless, since you can kite enemies without it and it doesn't set up any combos. Except this time you've spent over half your mana pool to do it.

-Good job you brought walking bomb, everybody figures that out.

All of your builds are like this. Horrible resource management, no combos, no team synergy. Obvious choices in passives spelled out.


Having promoted a Necro 6 times, I'll post later.

First off, if someone is reading a build guide you don't assume anything is "painstakingly obvious" because chances are that they are a new player and need that sort of information. Necro definitely has "mandatory" passives and they are worth noting in a guide.

Blizzard's cost is easily offset by the passive that replenishes mana on enemy death.

From my experience fade cloak doesn't break aggro, in fact I've been killed right in the middle of the "invulnerable" stage of the spell many times, and other times if I don't get out of LoS fast enough I get hit as soon as the effect ends anyway. I'd much rather have fade step for the sake of either getting out of LoS quickly or for frost armor if I decide to use it on enemies. Necros have plenty of damage, so to me the fade abilities are far more useful for the utility, making fade step the easy choice.

I agree with you about winters grasp, I don't use it since it feels horribly inefficient.

To each their own, but acting like your build (that you haven't even posted yet) is so far superior to the one guide that exists for this class on this forum isn't really helping anything. There is more than one way to be effective
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#17
knownastherat

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Shameless self-quote from: http://forum.bioware...-video-example/

 

 

Suicidal Necromancer

 

Frost Step
Mind Blast
Horror
Walking Bomb

 

How it plays? Simulacrum is your friend. Start behind: Horror (its not bad fears lots of enemies, some armor reduction too, and its your Barrier) -> Walking Bomb - > Frost Step to tank/pack of enemies - Mind Blast - probably getting hit so detonate Walking Bomb for regeneration and when good and mobs still around Horror and Frost Step out or stay in regenerate more and Walking Bombs etc. For some reason I died a lot but as usual in skilled hands this could be pretty fun - adrenaline - as damage seems ok when detonating hmm timely. I tanked one Threatening with this build literally. The mobs are on you, but feared or blasted or re-position with Frost Step while still having aggro.

 

I have no videos but this is serious build.



#18
GourdTwitch

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First off, if someone is reading a build guide you don't assume anything is "painstakingly obvious" because chances are that they are a new player and need that sort of information. Necro definitely has "mandatory" passives and they are worth noting in a guide.
 

 

Except the build guides he posts include no useful information you can learn from, and he's just attention whoring. They're rudimentary.

 

Teach a man to fish.

 

Though DA:I's underlying mechanics are similar to traditional RPG's, you should understand the stat system. GhoXen actually did hard work to figure that stuff out in this thread.

 

Here's a reddit thread that explains how to set up combos. Note that "basic" combos aren't comparable to the ones in Bioware's previous MP game, ME3. You want rupture / shatter / nightmare / discharge / weakness. They do an insane amount of bonus damage particularly if you crit. At least five of the classes can cause shatter, so freezing people is the best contribution to the team a Necro can make. Unfortunately, Blizzard takes too long to freeze enemies for it to be worthwhile. Compared to the Keeper's Stasis Lock (hard support) the chill really valuable given the cost, and neither is the damage. The only reason the blizzard bomb build works is that your teammates do the damage to kill the enemies giving you more mana; but you aren't actually doing them many favors (read: immediately eliminating adds - or rather, allowing them to do so). 

 

 

While Blizzard is a great skill, it's actually the more selfish choice, as it doesn't support specific team combos well. It's better for pugging with randoms on Threatening (where it absolutely melts entire waves of enemies) than actually running Perilous. It doesn't take skill to execute, and is the "low risk, low reward" play-style.



#19
GourdTwitch

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What if i told you

Perilous is the highest difficulty in this game

 

Right now it is, yet it's trivial with gear, requiring almost no strategy or coordination whatsoever... Like another game was...



#20
Hurkaleez

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Right now it is, yet it's trivial with gear, requiring almost no strategy or coordination whatsoever... Like another game was...

 

All depends on the classes you pick man. Sure, pick AW which is severely OP right now and you can ignore the rest of your group. But this is why we chose to play private lobbies, where we only use this char to Powerlevel our lowbies(at least my friends and I). 

 

Finally, running stats on paper does not equate to 'Best Build'. That is subjective to playstyle and actual realistic in-game situations. A necro with ice armor and Blizzard going can be nearer to combat, taking advantage of nearby deaths to get mana returned. Much of this will depends upon the party makeup and teammate playstyles.

 

You can say 'on pen and paper this is best' but put out a video showing it in action and then I will listen.



#21
J. Peterman

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Except the build guides he posts include no useful information you can learn from, and he's just attention whoring. They're rudimentary.

 

Teach a man to fish.

 

Though DA:I's underlying mechanics are similar to traditional RPG's, you should understand the stat system. GhoXen actually did hard work to figure that stuff out in this thread.

 

Here's a reddit thread that explains how to set up combos. Note that "basic" combos aren't comparable to the ones in Bioware's previous MP game, ME3. You want rupture / shatter / nightmare / discharge / weakness. They do an insane amount of bonus damage particularly if you crit. At least five of the classes can cause shatter, so freezing people is the best contribution to the team a Necro can make. Unfortunately, Blizzard takes too long to freeze enemies for it to be worthwhile. Compared to the Keeper's Stasis Lock (hard support) the chill really valuable given the cost, and neither is the damage. The only reason the blizzard bomb build works is that your teammates do the damage to kill the enemies giving you more mana; but you aren't actually doing them many favors (read: immediately eliminating adds - or rather, allowing them to do so). 

 

 

While Blizzard is a great skill, it's actually the more selfish choice, as it doesn't support specific team combos well. It's better for pugging with randoms on Threatening (where it absolutely melts entire waves of enemies) than actually running Perilous. It doesn't take skill to execute, and is the "low risk, low reward" play-style.

 

What if I told you I've learnt from his build threads? Then what?

 

You on the other hand have provided literally nothing.