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Necromancer Min/Max Build [Late Game]


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#1
Currymanswag

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Hello! Now I know that **A LOT** of people say that Necromancers are the weakest class in Inquisition, their skills are abysmal and all that. But I'm trying to create an efficient build that I can use on my Necromancer to make it have the highest damage possible while still not being too squishy. Tell me what you guys think. 
 
**Build:**
*Abilities: (27 points in total)
*Everything in Necromancer tree except Despair, and Spirit Mark.   (8 points)
*Inferno Tree: (9 points)
*Immolate(2)
*Flashpoint
*Pyromancer
*Fire Mine(2)
*Chaotic Focus
*Clean Burn
*Wall of Fire(1)
*Spirit Tree: (3 points)
*Barrier(1)
*Peaceful Aura
*Guardian Spirit
*Winter Tree: (2 point)
*Fade Step(1)
*Winter Stillness
*Storm Tree: (5 points)
*Energy Barrage(1)
*Conductive Current
*Static Charge
*Static Cage(2)
 
 
**Gear:**
 
For gear I want to have an "On Hit +5 guard" for my armor and an "10% chance to use 5 hidden blades on hit" for my staff. 
 
My staff is going to have around 20% crit chance, and the rest into attack%. My armor is going to have mainly %magic defense, and %ranged defense.
 
 
 
**Gameplay:**
 
I didn't get Horror because it costs too much mana for a 6 sec panic, with 300% damage, also Spirit Mark pets are very gimmicky and the Damage over Time on Spirit Mark is not very high.
 
I would start fights by using barrier, having my tank taunt, and then going into a cycle of Fire Mine, Immolate, Wall of Fire, and Walking Bomb; all while trying to keep up Static Cage. Since I will be using lots of mana, I should get around a 20-30% damage increase from Conductive Current. Also I want to try to stand in one place unless an enemy attacks me, or a dragon spits a fireball to maximize mana generation from Winter Stillness. And with all this Damage over Time from burning and Walking Bomb going on, I'm hoping that my Hidden Blades masterwork will proc left, right, and center.
 
But there are plenty of concerns with this build. My main concern with this build, is whether I will be able to keep up the mana costs for all these spells. Another concern is whether a 25% crit chance is enough to reduce cooldowns by procing Flashpoint.
 
 
 
**Conclusion** 
 
Take a look at this and let me know what y'all think. I know it's not perfect and there's bound to be plenty of problems with it. **Happy New Year!**


#2
NextGenCowboy

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I'm currently doing a Necro run, though I'm nowhere near max level, at the moment I think it's best to take advantage of the Panic damage bonus. Hit the right side first for Walking Bomb + Upgrade, and then take Flashfire for the 8 second panic at 15% extra damage. The issue is mana consumption.

 

I suppose it depends on whether an extra mage with Rejuvinating Veil applies to your mage even if you don't have the passive. Otherwise there's no way to keep up with the mana consumption required for multiple spells at 65 mana a pop. I'd honestly switch out Guard on hit for lessened mana cost if possible.

 

If you're worried about your critical chance being too low, you could always take Varric and get a free 5%.

 

I'm unsure if I'm going to keep the Necro, or switch to Rift Mage. I wanted to try something different, but the passives are medicore in major fights, and the lack of skill synergy is frustrating. 15% damage to Burning or Panicked enemies would be mean so much more for this class, because then one could use Immolate, stacking burning and Walking Bomb, instead of having to rely on Horror (and perhaps its pathetic damage), or Flashfire, which cost far too much Stamina when compared to Immolate.



#3
HencetheFence

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Don't take flashfire. It costs way too much mana considering what it does.  Go for wall of fire asap. It has awesome synergy with necomancers, as it can panic multiple enemies multiple times whilst simultaneously dealing high amounts of DOT. Plus, it only costs 35 mana, meaning you can cast it and walking bomb one after the other without having to wait for your mana to regen. 


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#4
NextGenCowboy

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Excellent, excellent point. Thank you.



#5
Currymanswag

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I'm currently doing a Necro run, though I'm nowhere near max level, at the moment I think it's best to take advantage of the Panic damage bonus. Hit the right side first for Walking Bomb + Upgrade, and then take Flashfire for the 8 second panic at 15% extra damage. The issue is mana consumption.

 

I suppose it depends on whether an extra mage with Rejuvinating Veil applies to your mage even if you don't have the passive. Otherwise there's no way to keep up with the mana consumption required for multiple spells at 65 mana a pop. I'd honestly switch out Guard on hit for lessened mana cost if possible.

Are you sure that the panic bonus is worth it? Look at what I have written in the second part of this comment. Also I could take Fade-touched Royale Sea Silk for the 20% mana reduction on not getting hit, but that depends on me not getting hit. I'm not sure how viable that is. Or I could just go for FT August Ram Fur for the 7.5% mana reduction, but I'm not sure if 7.5% is enough to make a dent. 7.5% of 65 mana is 4.85, which will bring the cost down to 60 mana. That's still a lot! The FT Royale Sea Silk with 20%, will bring my 65 mana down to a more manageable 52, but I need to not get hit!

 

Also would this reduced mana cost be better than on hit +5 guard? I feel like I need that more, because I won't be able to keep barrier up all the time, and I don't want to die. +5 Guard would help mitigate the damage a lot, since I will be making tons of hits from continuous burning damage and Walking Bomb damage.

 

Don't take flashfire. It costs way too much mana considering what it does.  Go for wall of fire asap. It has awesome synergy with necomancers, as it can panic multiple enemies multiple times whilst simultaneously dealing high amounts of DOT. Plus, it only costs 35 mana, meaning you can cast it and walking bomb one after the other without having to wait for your mana to regen. 

I completely agree that Flashfire costs too much mana for the paltry damage that it does. The problem with panic is that even though we do 15% increased damage , the moment you attack an enemy panic's gone. This means you can't keep up the sustained damage bonus. Also panicked enemies run away, and I want them all to stay together in my lightning cage, to get tons of procs.



#6
HencetheFence

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True. Still, wall of fire lasts for 20 seconds, and enemies become panicked every time they walk through it. If you continously attack enemies that stand close to the wall, they will panic over and over as they attempt to get through. Should they succeed in doing so, you can just fade step to the other side of the fire wall and keep attacking. As long as you position yourself and your wall correctly, melee enemies basically can't touch you and your 15% damage bonus kicks in continously as they panic time and time again.

 

I personally don't use static cage on my necromancer. I just don't feel like it's worth the point investment, mainly because necromancers have a difficult time casting multiple mana expansive spells, and 65 mana is A LOT. Walking bomb is expensive enough on its own. Still, should you go for it, static cage also combos very well with wall of fire if you cast static cage first.



#7
Currymanswag

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True. Still, wall of fire lasts for 20 seconds, and enemies become panicked every time they walk through it. If you continously attack enemies that stand close to the wall, they will panic over and over as they attempt to get through. Should they succeed in doing so, you can just fade step to the other side of the fire wall and keep attacking. As long as you position yourself and your wall correctly, melee enemies basically can't touch you and your 15% damage bonus kicks in continously as they panic time and time again.

 

I personally don't use static cage on my necromancer. I just don't feel like it's worth the point investment, mainly because necromancers have a difficult time casting multiple mana expansive spells, and 65 mana is A LOT. Walking bomb is expensive enough on its own. Still, should you go for it, static cage also combos very well with wall of fire if you cast static cage first.

 

Ahh... I see what you're saying. I can cast Static Cage and then Wall of Fire. Enemies will become panicked. Run outside. Get paralyzed. Pulled back into middle. Panic and burning again. Rinse and repeat until dead. And all the while they're taking lightning damage due to continuous burning, AND I'm attacking them with other spells. That's brutal. I like it.


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#8
NextGenCowboy

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And... Walking Bomb's detonation only does 200% weapon damage. That really kind of sucks. Time to go back to the drawing board for me =(



#9
HencetheFence

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Yup. Still a great spell though. Especially with an improved walking bomb ring. 200/283% impact damage and DoT is very respectable. Since the first tick of the DoT occurs at the same time as the impact damage you deal an instantaneous 400/566% damage in an AoE. That's not bad at all, and spirit damage is always nice.

So, still great- and really fun to use- but not AS incredible as it should be. Let's hope they fix that in the next patch.



#10
NextGenCowboy

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Just frustrating from this run's standpoint. I had full intention of going Necro, romancing Solas etc. I also rather enjoy playing on Nightmare, and my setup was built around that being the big spell, and having 2 mages to take advantage of Static Cage + Panic. I'm sure it could still work, but it's rather frustrating I won't be seeing those large damage numbers.

 

Spirit damage is certainly awesome, I haven't seen anything that resist it, so that's always awesome, and stacking damage over time is also awesome, but that's a lot of points invested in Necro, even with another mage doing the Barrier/Static Cage thing. I think I'm going to switch to Rift Mage for this run, and assuming it's patched, perhaps I'll run a Qunari Necromancer at some point.



#11
Currymanswag

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Haha yeah. But is my build alright? Is there anything I can do to make it better?



#12
GuyNice

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Necros are amazing, I found Mana Surge (winter tree) to be crucial for mana management. It triggers every time your barrier runs out, not just when enemies break it. Use the buff to cast an expensive spell like Walking Bomb and it should help alleviate mana problems, combined with winter stillness and reduced mana cost masterworks.

 

Also remember you can trigger Walking Bomb early to damage, knock down and infect nearby enemies with the DoT. If you get a free cast/no cooldown from Flashpoint/Mana Surge you can cast 2 bombs back to back for crazy aoe damage.

 

Static Cage is a must for this spec because you have so many DoT's ticking it's like a damage multiplier + shock + control all in one.

 

TL;DR get wall of fire, static cage, mana surge and winter stillness.


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#13
Currymanswag

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In that case should I get the upgrade on Barrier to reduce the cooldown by 4 seconds?



#14
GuyNice

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In that case should I get the upgrade on Barrier to reduce the cooldown by 4 seconds?

In my opinion it's not really worth it, you should reduce the cooldown on barrier enough by casting spells with Clean Burn passive. Remember you need the barrier to decay to get a free spell which also takes time.



#15
Currymanswag

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Ah I see. Ok thanks Guy.