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Necromancer ?


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#1
Bayonet Hipshot

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So has anyone managed to make Necromancer specialization work for them ? I am curious that if you did so, what build did you use ? 

 

What do you guys think of this Necromancer build ? Could it work on Nightmare ?

 

Build

  • Necromancer - 10 (Horror+, Spirit Mark+, Walking Bomb+, Death Siphon, Blinding Terror, Power of the Dead, Simulacrum)
  • Inferno - 6 (Immolate, Wall of Fire+, Flashpoint, Pyromancer, Clean Burn)
  • Winter - 3 (Fade Step+, Winter Stillness)
  • Storm - 6 (Energy Barrage+, Static Cage+, Conductive Current, Static Charge)
  • Spirit - 6 (Barrier+, Dispel, Peaceful Aura, Guardian Spirit, Rejuvenating Barrier)

Skillbar

  1. Horror.
  2. Spirit Mark.
  3. Walking Bomb.
  4. Energy Barrage.
  5. Wall of Flames.
  6. Frost Step.
  7. Static Cage.
  8. Barrier.

My main party setup will be :- mage Trevelyan, Solas, Varric, Iron Bull.

 

Yes, that is a lot of skill points but I did not update the DAI copy that I am using (playing on PC) so I still have my 5 amulets of power. 



#2
wepeel_

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All specs work in the sense that they're able to complete the game, though the majority opinion is that necromancer is somewhat lacking in efficiency compared to the others, as both spirit mark and walking bomb fall somewhat short in relation to their cost - especially with the current state of controlled spirits causing more problems than they're worth.

 

One thing I heard about that the class seems to have going for it was a combination of simulacrum and a heal-on-hit effect that would make the necromancer essentially unkillable: turning into a spirit upon death then healing upon dealing damage and being resurrected when simulacrum ends as your health is no longer 0. Haven't tried this myself though so can't vouch for it.


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#3
SomeoneStoleMyName

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Completed a game as necromancer on nightmare. 

Imo drop horror. 

Core is: 

1: Spirit mark
2: Walking bomb
3: Energy bombardment 
4: Static cage

Throw mark + bomb then drop static cage and /w flashpoint use double energy bombardment. Even on nightmare this combo will destroy almost anything. Static cage + energy barrage is the best scaling mage dps skill in the game. Use it with hidden blades for extra punch.
 


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#4
ottffsse

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yes horror is underwhelming. static cage + walking bomb for the win all day. my solo run on nightmare my ability bar looks like this: 1. Barrier, 2. Fade Step, 3. Energy Barrage 4. Static Cage, 5. Dispel (cures poison!), 6. Fire Mine 7. Walking Bomb 8. Mark of the Rift before big fights or chain lightning or flashfire depending on situation works well.

Spirit mark is underwhelming as the damage sucks and the creature you control will not do anything.



#5
GoodFella146

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Horror is underwhelming maybe but that doesn't translate to useless.  If you end up with it on your list of 8 for a while it's perfectly fine.



#6
whiskasgirl

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I'm on my nightmare run too. The build that I found working for me is relying heavily on companions. I have Solas with Rejuvenating Barrier, Dispel + whole Rift mage tree and Vivienne with the whole Inferno tree + Knight-Enchanter basics.

Then my build is at level 18:

Necromancer (9) - Horror+, Walking Bomb+, Haste, all the passives
Storm (5) - the left side: Chain Lightning, Stormbringer, Gathering Storm, Static Cage+
Inferno (5) - Immolate+, Flashpoint, Clean Burn, Pyromancer
Winter (2) - Fade Step, Winter Stillness

I take all the CD reducing passives to be able to cast Walking Bomb as many times as possible. (Plus I have a mana reducing staff with Fade-Touched Ring Velvet and the extra mana for the dying mobs.)

1. Horror+
2. Walking Bomb+
3. Chain Lightning
4. Static Cage+
5. Fade Step
6. Immolate+
7. ???
8. Mark of the Rift

This leaves me with one empty slot, I currently put Haste there for fun, as I've never tried it before.

I put down Static Cage, then Fire Mine with Vivienne in the middle, an early detonated Walking Bomb, and a Fire Wall for good measure. I also love to use Varric's Elemental Mines on top of this (has to be my favorite skill in the game!). Prepare for lots of bams and bums.  :lol:

For me Horror has 3 uses:
- when an enemy is coming dangerously close (Horror before he can touch me!)
- when there's too many enemy (Horror on the melee enemies while I focus on the archers)
- to deal with the archers (when I drop the Static Cage on them I cast Horror to make them try run outside  :devil: )

 

I've yet to kill my first dragon so I don't know if this is viable there too...  :unsure: 
I have a question though. I saw a lot of mentioning of the ice necro on this forum but I don't see how that could work. Anybody knowledgeable about this?

 

One thing I heard about that the class seems to have going for it was a combination of simulacrum and a heal-on-hit effect that would make the necromancer essentially unkillable: turning into a spirit upon death then healing upon dealing damage and being resurrected when simulacrum ends as your health is no longer 0. Haven't tried this myself though so can't vouch for it.

 

I tested it because I was extremely curious and it works!


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#7
Bayonet Hipshot

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Yes, you can make Necromancers immortal if you spec them right. 

 

Knight Enchanters = Tanky.

 

Rift Mage = Nuker.

 

Necromancer = Immortal. 

 

Necro wins.  :P

 

By the way, Spirit Mark is useful to add on the Damage Over Time that Walking Bomb provides on. The AI for the raised enemy is crap but the damage is quite good. 

 

Also as a historian, if I was in Dragon Age or in any fantasy world with magic, I would learn Necromancy. Purely for the utility it possesses. Just think about it. Any time I want to learn about the past, I just raise the dead, interview them and then banish them away or in Theodosian Necromancy's case, just do a bit of time magic. It would also be extremely useful for detectives. Especially those who work on crime scenes involving dead victims. It also helps that you can get an instant servant to do all the mundane things like cleaning the dishes and what have you.   :P


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#8
Bayonet Hipshot

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*Snip*

 

No Energy Barrage ? 



#9
wepeel_

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Then my build is at level 18:

Necromancer (9) - Horror+, Walking Bomb+, Haste, all the passives
Storm (5) - the left side: Chain Lightning, Stormbringer, Gathering Storm, Static Cage+
Inferno (5) - Immolate+, Flashpoint, Clean Burn, Pyromancer
Winter (2) - Fade Step, Winter Stillness

I take all the CD reducing passives to be able to cast Walking Bomb as many times as possible. (Plus I have a mana reducing staff with Fade-Touched Ring Velvet and the extra mana for the dying mobs.)

1. Horror+
2. Walking Bomb+
3. Chain Lightning
4. Static Cage+
5. Fade Step
6. Immolate+
7. ???
8. Mark of the Rift

This leaves me with one empty slot, I currently put Haste there for fun, as I've never tried it before.

I put down Static Cage, then Fire Mine with Vivienne in the middle, an early detonated Walking Bomb, and a Fire Wall for good measure. I also love to use Varric's Elemental Mines on top of this (has to be my favorite skill in the game!). Prepare for lots of bams and bums.  :lol:

 

You didn't consider going for energy barrage instead of e.g. chain lightning or fade step? It's arguably the best single-target damage spell in the game, especially when combined with static cage. Necromancers have enough aoe damage to go around anyway.

 

Edit: I see Tishen-13 reacted to this strange omission before me, even. B) As for the immortality, I guess it's rather thematically suitable that a skilled necromancer achieves a certain mastery over death, including his/her own. It serves well to balance the necro against the other specializations imo.



#10
whiskasgirl

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No Energy Barrage ? 

 

You didn't consider going for energy barrage instead of e.g. chain lightning or fade step? It's arguably the best single-target damage spell in the game, especially when combined with static cage. Necromancers have enough aoe damage to go around anyway.

 

Edit: I see Tishen-13 reacted to this strange omission before me, even. B)

 

I used energy barrage for good 2/3 part if my PT, then I realized I missed one CD reduce passive on the left side. I don't know if that 0.5 sec is actually making any difference. *shrug* I was also thinking maybe the multiple target damage works better how I usually use static cage. That's it.



#11
Bayonet Hipshot

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By the way, is Wall of Flames good ? I thought with its fear effect and with Necromancer's passive of debuffing panicked enemies, it would synergize well and provide decent damage. Does it ? 



#12
Arvaarad

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Yes, you can make Necromancers immortal if you spec them right.

Knight Enchanters = Tanky.

Rift Mage = Nuker.

Necromancer = Immortal.

Necro wins. :P


Technically a necro would be "immortal nuker". People often forget that Simulacrum has the "casting spells without cost" line. A necro spamming Simulacrum can cast more spells than a rift mage, even with rift mages' fast mana regen.

That aspect of Simulacrum means they actually benefit from friendly fire (I need to cast an expensive spell, better AoE myself!) and from the +300% damage received from Berserk gear.
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#13
whiskasgirl

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By the way, is Wall of Flames good ? I thought with its fear effect and with Necromancer's passive of debuffing panicked enemies, it would synergize well and provide decent damage. Does it ? 

 

I personally love using firewall for the panicked affect. Goes hand in hand with my Horror when I want to put off enemies for a time. As for the damage increase I honestly didn't notice it. Maybe just me.



#14
SomeoneStoleMyName

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By the way, is Wall of Flames good ? I thought with its fear effect and with Necromancer's passive of debuffing panicked enemies, it would synergize well and provide decent damage. Does it ? 

Wall of flames on nightmare is incredibly powerful. I'd say that pure fire spec pre skyhold is vastly superior to any other spec. Immolate and fire mine are good dps skills with aoe, and fire mine + flash both has CC - but it is actually wall of fire which really shines. 

 

Wall of fire will chain CC mobs constantly. Even after skyhold in places like the spider cave in hidden oasis, the humanoid zergs in emerald graves... list goes on. Wall of fire is an incredible skill and having your ranged party members stand in it (or behind it) almost makes them immune to melee attackers :)

As for Horror, it is one of the worst skills in the game imo. Not only is there tons of better CC available in itself, but it has high manacost, long CD and the casting animation is VERY long. There is absolutely no redeeming qualities to this skill. The only worse skill in the game is the passive "evasion" for rogues which gives 5% chance to dodge attacks. (evasion passive should be 15-20%).

The combat team did great with DA:I but some of the skill balances are so bad/weird that I wonder if they even tested them :(


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#15
Bayonet Hipshot

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Wall of flames on nightmare is incredibly powerful. I'd say that pure fire spec pre skyhold is vastly superior to any other spec. Immolate and fire mine are good dps skills with aoe, and fire mine + flash both has CC - but it is actually wall of fire which really shines. 

 

Wall of fire will chain CC mobs constantly. Even after skyhold in places like the spider cave in hidden oasis, the humanoid zergs in emerald graves... list goes on. Wall of fire is an incredible skill and having your ranged party members stand in it (or behind it) almost makes them immune to melee attackers :)

As for Horror, it is one of the worst skills in the game imo. Not only is there tons of better CC available in itself, but it has high manacost, long CD and the casting animation is VERY long. There is absolutely no redeeming qualities to this skill. The only worse skill in the game is the passive "evasion" for rogues which gives 5% chance to dodge attacks. (evasion passive should be 15-20%).

The combat team did great with DA:I but some of the skill balances are so bad/weird that I wonder if they even tested them :(

 

Yeah. Horror should have its mana cost reduced, at least to 40 mana. Tis' such a shame because Horror has a really cool sound effect and a really cool spell effect. 


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#16
wepeel_

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Yeah. Horror should have its mana cost reduced, at least to 40 mana. Tis' such a shame because Horror has a really cool sound effect and a really cool spell effect. 

 

I always found the casting animation exaggerated, slamming the staff into the ground like it was a maul.



#17
Tharkun

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I always found the casting animation exaggerated, slamming the staff into the ground like it was a maul.

I like it since it is so different.  It is a pretty cool effect as well.

 

FYI my necro is designed to use the berserk enchant and get use of Simulacrum.  I use 1% heal on hit, 30%/300% berserk and my eight are:

  1. Chain Lightning+ (fast refresh, good on multiples)
  2. Walking Bomb+
  3. Immolate+
  4. Fade Step (love the movement)
  5. Energy Barrage+
  6. Horror
  7. (empty) waiting for Static Cage+
  8. Mark of the Rift

I use Dorian too and he has Static Cage+ right now.  I also use Solas since I don't run with a warrior at all and Solas has Static Cage+ as well.  I run with Lightning Staff for my Inquisitor, Dorian has a fire staff and Solas has a cold staff.  I make extra staffs for my inquisitor but don't bother swapping out ones for Dorian and Solas.



#18
themageguy

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How does the beserk/HoK work???

#19
ottffsse

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How does the beserk/HoK work???


It means you do 30% more damage. It also means you die a lot or go to 0 health. But then you go into similicrum state and can cast all your spells for free and do more damage. then at the end of similicrum with heal on hit / on kill stuff and if you have a spirit pet there is a chance you don't fall unconsious and just regenerate some health...come back to live yourself, continue casting, get another killing blow on you and go into similicrum again (you cast spells without mana cost in similicrum). It seems to work well if you have have someone near Dorian in the still likely chance he is knocked out to revive him. Or you are running an additional mage with revive. I think similicrum still has an internal 10seconds cooldown though but it is nothing compared to the minute cooldown of guardian spirit. basically that is the strongest burst crowd control you have because in similicrum if they are off cooldown you can cast firemine/firewall/static cage/ walking bomb all off in quick succession in seconds for instance.

It is debatable though if that is when that is better than a more conservative/usual approach to a mage running flashpoint (free spell on a critical hit) + mana surge (free spell cast when your barrier expires). Of course if you combine all of these you have an uber caster which is set to spam spells faster than a rift mage can inflict weaken statuses (to which many enemies are immune anyway).

EDIT: you absolutely need Similicrum (necromancer passive) to make HoK/ beserk work effectively.

#20
capn233

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Wall of fire will chain CC mobs constantly. Even after skyhold in places like the spider cave in hidden oasis, the humanoid zergs in emerald graves... list goes on. Wall of fire is an incredible skill and having your ranged party members stand in it (or behind it) almost makes them immune to melee attackers :)

And it doesn't even do friendly fire damage. :)

#21
SomeoneStoleMyName

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Will 1% heal on hit and heal on kill actually revive you from simulacrum? Or will simulacrum death always require a manual ress or revival afterwards?



#22
Tharkun

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Will 1% heal on hit and heal on kill actually revive you from simulacrum? Or will simulacrum death always require a manual ress or revival afterwards?

Heal on kill is way to unreliable for this.    I have been running for 5 hours or so with the berserk/1% heal on hit on my inquisitor necromancer.  I found that it is a pretty intense way to play. Simulacrum does have an internal cooldown probably about 10 seconds.  The chance to come back to life seems to be tied to using abilities near the timeout of Simulacrum.  Though my recent experiments with Walking Bomb and Fire Dots have had some pretty funny revives happen where I was dead more than a second before I came back up.    You are running on the edge all the time this way.  When you realize the tide has turned it is because you have fallen during the internal cooldown, Dorian is also down and only Varric is bouncing around.  And Varric isn't carrying any healing mist grenades, ouch.

 

But that doesn't happen very often.  I recently made a dragon bone staff with hidden blades masterwork though.  I am using Simulacrum now for infrequent defense rather than making it part of every fight.  BTW I feel that you need to gear very specifically to make berserk work.  I am wearing medium armor to max my offensive leather slots and I use varric in my team.  In this way I maximize my crits which is great for flashpoint, which is great for clean burn, which is great for power of the dead, etc, etc.


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