Aller au contenu

Photo

Necro help please.


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
Maker Be Damned

Maker Be Damned
  • Members
  • 355 messages

Do the passives work as good as they sound? Which activated skills are useful and why?



#2
wepeel_

wepeel_
  • Members
  • 607 messages

Well, the necromancer has usually been considered to be the least effective of the mage specs. Two of the active abilities, horror and spirit mark are rather lackluster (the latter because the controlled spirits don't work very well and end up being a hindrance more often than a help). Walking bomb is a pretty solid ability, good aoe and decent single-target damage, but costing a lot of mana.

 

One thing that mixes things up in the necromancer's favour though (and could theoretically put them on par with the other specs) is attaining potential immortality through combining the simulacrum passive with a mastercraft that heals on hit. This allows the necromancer to spend 10s as an invulnerable spirit with free spellcasts upon death, and then return to life when the simulacrum ends as the heal-on-hit effect has brought his health above 0. This would in effect make it beneficial for necromancers to spend as much time as possible in their spirit state, i.e. use berserker enchants, activate friendly fire and so on. However, some people report this combination doesn't work like it used to, so more testing is needed.


  • Maker Be Damned aime ceci

#3
Reptillius

Reptillius
  • Members
  • 1 242 messages

Necro's have some pretty strong passives. Setting your party up to cause panic/fear in things helps though it doesn't work on everybody.  And remember. if you do it right your enemies are your potential ammunition against all their friends. Which if your lucky can set off a chain of death.  That is something that can be useful against larger targets with a lot of little friends.

 

The part I'm not sure how to really work in is the focus ability they get however.  If it works against enemies that are usually immune to slow then it could be quite powerful indeed.  I just haven't gotten the chance or the time to really test that part out yet.



#4
wepeel_

wepeel_
  • Members
  • 607 messages

The part I'm not sure how to really work in is the focus ability they get however.  If it works against enemies that are usually immune to slow then it could be quite powerful indeed.  I just haven't gotten the chance or the time to really test that part out yet.

 

Works on everything, but then it's a focus ability; they tend to be effective.



#5
Tharkun

Tharkun
  • Members
  • 155 messages

Heal on Kill is available on offensive cloth slots.  So you can make an immortal without using one of your two masterwork slots.  I am experimenting with gearing Dorian on my current playthrough.  I find him to be a very good support mage since Death Siphon keeps him topped off when anyone kills stuff near him.  I gave him some Bee grenades instead of regen potions after a while.

 

Wall of Fire and Pyromancer synergize very well with the Necro tree as more panic is good for your team.  The control is nice too though you won't kill as quickly as a pull of the abyss+fire mine combo ala Rift mage.  

 

If I were making a necro I would make all of my offensive cloth Heal on Kill, I would play with Spirit Mark to see how it works and I would enjoy the controlling the chaos.  Avoid the upgrade to Spirit Mark as it only changes the duration and adds no known bonus damage.

 

My eight skills would be:

  1. Immolate+
  2. Wall of Fire
  3. Energy Barrage+
  4. Horror+
  5. Walking Bomb+
  6. Spirit Mark
  7. Barrier+
  8. Haste

Horror needs to be upgraded to earn time on the bar.  I have been experimenting with going full fire on builds lately and using Energy Barrage+ to cut fire resistance down.  It works but I don't know if it is efficient.  I keep a cold staff in inventory at all times to deal with Fire Barriers I want to open.  

 

Looking at the skills this is a mana hungry build.  I would probably end up playing as two mages, opening with the necro with wall of fire and spirit mark, then swapping over to my second mage and killing the marked target.  It might be interesting to run as double necro, Dorian + Inquisitor Necro.  Make mirrored builds and practice swapping over.  You can even head canon the idea as a mental link between your inquisitor and Dorian.  I would keep Mark of the Rift on one of the mages though since it is a clutch source of spirit damage.



#6
wepeel_

wepeel_
  • Members
  • 607 messages

Heal on Kill is available on offensive cloth slots.  So you can make an immortal without using one of your two masterwork slots.

 

Heal on kill isn't as reliable as heal on hit though. If you get killed during a dragon fight for instance you'd need to kill the dragon before simulacrum ends to get the heal, compared to merely having to land attacks.



#7
Reptillius

Reptillius
  • Members
  • 1 242 messages

The AI being extra dumb in single player from what I'm hearing is kind of disappointing for single player. Since it's been fixed a bit for MP I love to do things like spirit mark a Pride demon and kill it and then watch it turn on all it's little demon buddies and just smack the crap out of them.  If the ai worked properly spirit mark would be a very awesome spell to help control the battlefield in a lot of various different ways based on what you killed.  Then the upgrade with that extra time would be very useful indeed.