Questions about necromancer
#26
Posté 28 décembre 2014 - 08:26
#27
Posté 29 décembre 2014 - 01:45
Heya guys, as the title says i have some questions regarding the necromancer class, i hope you can give hlep me.
1-After you become necromancer story wise people treat you different? (I hope not)
2- Necro dps is strong?
3- Fire with a bit of storm work well?
4- Not regarding necro only, shocking status how much exactly reduce resistance?
5- Winter stillnes (the one who give 30% cd reduction and mana reg) from winter tree work well for mana reg? or you don't have mana issue?
thank you all in advance and sorry for my bad english
1-You have some dialog with your companions, Sera slightly disaproves, Solas aproves, Cassandra remarks her dislike for necromancy due to her heritage but it doesn't change her aproval.
2-Necro has some Damage over time powers, to me Necromancer is the weakest of the 3 mages.
3-Fire and Shock works well with necro, wall of fire is a must for necro if you ask me.
4-I don't exactly know this one
5-Winter stillnes is a must for any non-rift mage. It doesn't give %30cd reduction though O.o
Spell that your character moves while casting breaks the stilness though. Fire mine, ice mine, energy barrage i think makes the caster step forward so it's something to consider.
it's the weakest. if it's on it's own. i disagree with fire being a must for necro. shock is 20% reduce in resist. and it does have a cd reduc. (idk if it's 30% tho)
necro is pretty good for dps. but ungodly paired with a rift mage. with the right build that is. go storm/necro (with upgraded bomb, cage and chain(your bread and butter)) and winter stillness is enough(coupled with mana/health back necro upgrade).
my suggestion would be to first take energy barrage. then barrier then lightning stun. lightning stun is nice (especially in the beginning) for the cross-class combo. then i would suggest going for frost tree (the oh-**** getting away thing and winter stillness) afterwards work your way up (from the left side) to static cage in the storm tree. upgrade that one first. so far you've spend 10 points. then i would suggest going for necro tree. all the way down to upgraded bomb. then take the mana/health and damage on kill.
so that's 14 points spend for your bread and butter spells. 16 with the upgrade's in the necro tree. (since you drop/respec lightning stun) that's around level 13 i believe ? if you found a necklace of power or two and you're a human. afterwards you can either fill up necro and go for upgrades in lightning or go for upgraded fire mine (depending on how you want your playthrough to be). going necro first is nice for big bosses/dragons with the 2 dots (since it's spirit damage and does quite abit of damage)
my suggestion is to pair yourself with solas and not take fire and go for full necro and lightning upgrades(especially if you're able to properly (ab)use the paralyze cross class combo of static cage). just take solas with you at some point(or at the beginning but with different talents then) he can go mildly spirit (barrier+barrier cd reduc. then dispell + mana regen on barrier.) which is 5 points. then make him nearly full rift. (9 points. forget veilstrike) then have him go fire (upgraded mine+passives). which is 20 points. he can focus on barrier + dispelling and spamming stonefist (it can proc cross class combo on paralyze.) and immolate. you shall plant the mine.
this make's for an ungodly team. you can rotate barrier if the damage is to much(which is never needed. maybe on a dragon). because you're basicly able to keep large groups of mobs busy with rotating cage + veil and the -30% dmg from solas weakening his enemy's. solas will never go out of mana (as long as he does a decent amount of damage. which he should do by just spamming stonefist and immolate) so far i know no mob whom has spirit res. so that's nice. and the damage, the damage is ungodly. entire groups of enemy's are packed together getting hammered by a barrage of spirit bomb, mine, chain lightning and stonefist. unable to do anything but cry for their mommy's.
you basicly put up cage(on most of the ranged. and let your group partially stand in the circle. since that lures every melee guy into the 'hot zone' and let your tank 'tank' anyone whom isn't affected by cage/veil inside the circle. also use your horror on any ranged that isn't in the circle. there is a change he runs in), apply bomb. and use chain lightning. have solas put up fire mine and use stonefist once the guys are sort of packed together(to knock em down and apply weakened) make all your chars focus on the guy with spirit bomb. and let your warrior/rogue use his combo detonators once a guy gets paralyzed. the fun starts once the guy with bomb splodes, applying bomb to every sorry ass that is around. because once that happens, then it's done, finished, finito. they're all ticking time bombs that will go off sooner rather then later due to fire mine, cross-class combo and chain lightning/stonefist/immolate. also i do believe every dot tick make's the upgraded cage's damage proc. **** is generally down before you even have to think about using veil.
edit: current playthrough i'm doing is on nim with me being a rift mage coupled with dorian. that one seems slightly better tho in talent distribution. he got upgraded cage and bomb. the rest is in spirit. this seems better because he doesn't need to invest heavily in other feature's since he aint the main dps. but i suppose you could do that aswell. take cage and bomb. then invest into spirit. and let solas be main deeps. (although that might be boring) it's rather rediculous really the amount of damage we're able to do. if you'd want to i could upload a vid.
- whiskasgirl aime ceci





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