Hullo there. I would like your opinion on a Necromancer build that I have. I have been trying to make the Necromancer specialization work and be useful.
Spells
Necromancer Specialization- 10 (Horror+, Spirit Mark+, Walking Bomb+, Death Siphon, Blinding Terror, Power of the Dead, Simulacrum)
Inferno School - 6 (Immolate, Wall of Fire+, Flashpoint, Pyromancer, Clean Burn)
Winter School - 3 (Fade Step+, Winter Stillness)
Storm School - 6 (Energy Barrage+, Static Cage+, Conductive Current, Static Charge)
Spirit School - 6 (Barrier+, Dispel, Peaceful Aura, Guardian Spirit, Rejuvenating Barrier)
Tactical Quickbar
1) Horror.
2) Spirit Mark.
3) Walking Bomb.
4) Energy Barrage.
5) Wall of Fire.
6) Fade Step .
7) Static Cage.
8) Barrier.
Explanation
The idea is to make an extremely flexible mage than can provide support and offense all at once without relying on anyone else in the party. I mean the Necromancer specialization is very much a support-style specialization that can do high damage over time so why not add in some flexibility to this.
The build has damage over time, area of effect, debuffs, all types of elemental attack and some protection.
If I add leeching enchantments to my Inquisitor's staff, meaning 1% Health on Hit enchantment, when my Inquisitor dies and gets revived as a spirit due to Simulacrum passive, the Inquisitor will keep refilling their health just like normal. However, once the skill is over, your Inquisitor will not go unconscious and will still be alive since they have generated health during their duration as a spirit and will trick the game into thinking you were never dead.
By the way, yes the build costs 31 points in total but consider this :- You will get 5 extra skill points throughout the entire game as an Inquisitor. There is one in Crestwood, one from Celene & Briala if you choose to unite them together, one in Forbidden Oasis, one from The Fade and one from the War Table. If you are a human, you will get 6 extra skill points because you are a human. As such, if you are a completionist freak like I am, you should be able to get this build at Level 26 or Level 25, which are the levels most reach at end game.
Then there is the fact that you do not really need to give much crap about Focus and can just not bother with investing points or perks in them.
So theoretically, you should be able to make a mage Inquisitor who is immortal and flexible.
Downsides
Mana. Necromancers have issues with mana, unlike Rift Mage or Knight Enchanters.
The second is spell cost. Necromancer spells are very high in terms of their costs.
The solutions to this is to enchant your gear appropriately and wear accessories that would reduce this issue.
Teamwork
This would combo very well with Solas as a Rift Mage in your party. All that damage over time combined with Pull of the Abyss is just awesome.
Additionally, while the fear and panic effect for Horror will not apply on enemies immune to them, the spirit damage over time, which you will get if you upgrade Horror, will still apply, if I am not mistaken.
The only issue here is Cole. I have heard that he disapproves every time you toggle your Spirit Mark on or off.
Thoughts & Comments ?





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