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Necromancer tips?


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#26
Bigdawg13

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What's weird is that even the wiki doesn't list the bug, you only find mention of it in forum posts and stuff. Because of that, I doubted it for a while... Until I tested it myself with my own copy, and learned that it is indeed bugged. The explosion's damage was very minimal, too low for it to be 600% weapon damage. So I can confirm myself that the explosion only does as much damage as a single tick of the damage-over-time. So yeah, it being bugged basically ruins the whole specialization. It is, in fact, the worse specialization in the game thanks to it and Spirit Mark being bugged.

 

 

Other than the spirit not always doing what you want it to do, what is bugged about spirit mark?



#27
andy6915

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Other than the spirit not always doing what you want it to do, what is bugged about spirit mark?

 

In several ways.

 

http://forum.bioware...it-mark-bugged/

 

1.  Fighting Fade tear demons.  If you make a demon a pet it can stop the tear from starting the next wave.  Once the pet dies the tear jsut sits there all expanded like.

2.  If you have a pet and remove SMark from your abilities to change to a diff ability the pet will be alive again and hostile and invinicible.  that was really fun when I did this to a giant /sarcasm

3.  Pet's still act like you are their enemy at times, this is especially true for neutral animals...Halla's will run away form you still.  This is especially annoying when you want their loot.

4.  Pets do not follow you - they should.  Even if this isn't a bug this needs to be updated.  I wanna take my giant pet after new enemies =P

5.  Loot from the killed monster does not appear until the SM ability wears off and they die for good.  This is problematic resulting in the loot to spawn in odd places at times...sometimes at controled chatacters feet (that is nice when it happens), some times where it dies the 1st time, and sometimes where is dies the 2nd time when SMark wears off.

 

 

And not on that list, enemies killed with it give no experience. None. At all. Not for the kill with the mark itself, and not when the creature dies as your ally.


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#28
andy6915

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Oh, and enemies killed by your marked enemy also don't give experience. So killing them with mark and gaining them as an ally=no XP, they die as an ally by fighting enemies for you=no EXP, they kill enemies for you=no enemies killed by it give you EXP.

 

Sorry for the double post, but I couldn't edit this in after it was marked as "liked". It might get missed as an edit.


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#29
Bigdawg13

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In several ways.

 

http://forum.bioware...it-mark-bugged/

 

1.  Fighting Fade tear demons.  If you make a demon a pet it can stop the tear from starting the next wave.  Once the pet dies the tear jsut sits there all expanded like.

2.  If you have a pet and remove SMark from your abilities to change to a diff ability the pet will be alive again and hostile and invinicible.  that was really fun when I did this to a giant /sarcasm

3.  Pet's still act like you are their enemy at times, this is especially true for neutral animals...Halla's will run away form you still.  This is especially annoying when you want their loot.

4.  Pets do not follow you - they should.  Even if this isn't a bug this needs to be updated.  I wanna take my giant pet after new enemies =P

5.  Loot from the killed monster does not appear until the SM ability wears off and they die for good.  This is problematic resulting in the loot to spawn in odd places at times...sometimes at controled chatacters feet (that is nice when it happens), some times where it dies the 1st time, and sometimes where is dies the 2nd time when SMark wears off.

 

 

And not on that list, enemies killed with it give no experience. None. At all. Not for the kill with the mark itself, and not when the creature dies as your ally.

 

GAHHHHH!   My interest in trying out necromancer has completely dwindled into oblivion!!!!



#30
Bigdawg13

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Oh, and enemies killed by your marked enemy also don't give experience. So killing them with mark and gaining them as an ally=no XP, they die as an ally by fighting enemies for you=no EXP, they kill enemies for you=no enemies killed by it give you EXP.

 

Sorry for the double post, but I couldn't edit this in after it was marked as "liked". It might get missed as an edit.

 

Hmmm...not sure if I believe you.  This could be an epic ploy to get me to "like" all of your posts.  :P



#31
andy6915

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GAHHHHH!   My interest in trying out necromancer has completely dwindled into oblivion!!!!

 
Welcome to my world. I too once wanted to try it out a lot, wondered why people said it sucked. Did some research, and... Yeah. No. Sorry necromancer, you had great potential but you also sh*t the bed (to use one Dorian's own metaphors).
 

Hmmm...not sure if I believe you. This could be an epic ploy to get me to "like" all of your posts. :P


I admit, I only found a post or 2 about that particular problem. And I never confirmed it myself. So consider it unverified, unless you want to verify it yourself.

#32
Hermes_tri

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What the hell? I can't believe you guys, cmon? How can anyone complain at the lack of damage in the game? I'm a level 12 Necro with Winter school as my focus and can dispatch the enemies on Nightmare without problems! If anything you should strive to play classes with less damage..
Now to the bugs:

Half of the stuff you mentioned are actually game exploits - like why would you remove spirit mark from your action bar with a spirit active?..

Necromancer is an extremely fun class to play, walking bomb is pretty OP as it is and spirit mark is fine most of the time, just don't forget that you can trigger it again - oh and by the way trigger the bomb early when you see an opportunity.

Out of 10 spirit marks may be 3 don't act as supposed to, but even in that case they provide a distraction.

#33
Bigdawg13

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Half of the stuff you mentioned are actually game exploits - like why would you remove spirit mark from your action bar with a spirit active?..

 

Which half? 

 

1.  Spirit Mark bugs out experience earned

2.  Spirit Mark bugs out fade rifts

3.  Spirit pets attack or run away from you

4.  Spirit pet loot appearance is unpredictable

 

Exploit?  Oh dragging something off your bar.  Gotcha.

 

Oh maybe the exploit is expecting a 600% detonation from walking bomb when the description mentions it.  I finally get it.  Exploits in this game are when we expect the description to match the actual behavior.  Gotcha.



#34
Hermes_tri

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Never cared about number 1 - I always end up over levelled anyway. Numbers 2 and 4 never EVER happened to me and number 3 as I said happens in about 30% cases at the most.

#35
Hermes_tri

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Actually now that I read your number 3 again - that doesn't happen to me either. What does though, is in about 30% cases spirits don't do much or just stay and act as a distraction only. In that case you can cancel it and try to get another one.

Necro is not really about the damage, Walking Bomb is very useful as a CC tool too.

#36
Bigdawg13

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Actually now that I read your number 3 again - that doesn't happen to me either. What does though, is in about 30% cases spirits don't do much or just stay and act as a distraction only. In that case you can cancel it and try to get another one.

Necro is not really about the damage, Walking Bomb is very useful as a CC tool too.

 

What is necro about?  And how does walking bomb as as a CC tool (for 65 mana I'd expect something as reliable as lightning bolt or winter's grasp for CC).



#37
ottffsse

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The detonation of wb which you can trigger before it expires knocks everything down in a 5 m radius and infects other enemies nearby with the upgrade. So quite handy.

What I've heard is that it does do 600‰ damage on explosion but only of it kills the target on its own duration. Of course since we play this game to rush the battles most of the time I manually trigger it it for the knockdown effect and spread (after 1 or two dot ticks and then it just does the 200% dot- and actually the dot is 400% but every 2 seconds).

And btw you know you can cast wb twice actually in quick succession if you have flashpoint on and through an energy barrage in between (see starforge s guides).

#38
PapaCharlie9

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I tried Spirit Mark on a couple of battles with Dorian. Didn't like the mechanics, removed the skill. It doesn't have to be bugged to make it not worth a precious position on the 8 slots of active skills. If it doesn't add to the fun factor, damage output or survivability in some significant way, forget about it.

#39
Dabrikishaw

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Wow, I didn't realized Necromancer had more issues other than Spirit Mark pets preventing Rift closing.



#40
Bigdawg13

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I may still try it out but realized a crit build doesn't work well given dots don't crit. More AP I guess.

Just bored to tears of KE and conflict between storm and rift debuffs. That leaves necro.

#41
Hermes_tri

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I haven't tried KE besides MP but it looks pretty fun at first, if you vary your gameplay a bit.

My main is a Rift Mage and he is the beast :) primary school is Fire though for a better synergy with Meteor Storm. I did have CL for a while, and it can be useful to initiate with it to put enemies to sleep. Or you can weaken first and then shock as normal.

But my second Mage is a Necro and honestly he is a lot of fun. You get more of a battlefield control feel - not in a direct way like a Rift Mage - but more along the lines of "overlooking battlefield looking for opportune moments to detonate walking bomb, choosing next spirit mark target carefully"
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#42
Dabrikishaw

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Qunari Necromancer is my next build actually, I guess I'l just grab all the passives in it and put the rest of my points in Fire and Lightning.


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#43
andy6915

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I may still try it out but realized a crit build doesn't work well given dots don't crit. More AP I guess.

Just bored to tears of KE and conflict between storm and rift debuffs. That leaves necro.

 

You've done everything else already? All warrior specs, all rogue one (like the tempest one you're doing now)?



#44
Bigdawg13

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You've done everything else already? All warrior specs, all rogue one (like the tempest one you're doing now)?


All except necromamcer and reaver. I do not like the "dragon hands" animation nor does trading health for damage sound fun.

#45
Dabrikishaw

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All except necromamcer and reaver. I do not like the "dragon hands" animation nor does trading health for damage sound fun.

Necromancer and Reaver are the only 2 I haven't made an Inquisitor for either. I intend to craft Heal on Hit weapons for both no matter how long it takes to get said materials.


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#46
andy6915

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All except necromamcer and reaver. I do not like the "dragon hands" animation nor does trading health for damage sound fun.

 

Hm... Same here. Last warrior playthrough I completed all 3 specialization items and made a save and tried all 3 specs out (did a respec of course). Yeah, it was powerful, but very boring. It seemed that being a reaver meant just holding down a button and hoping your health dropped slower than your enemies, nothing really interesting. I went with champion (was a 2-handed weapon user) since I found my offense was already pretty good but was tired of being so squishy due to my weapon style, enjoyed it since it didn't basically rewrite my combat style like reaver did.

 

Although, it's not always bad when a specialization rewrites your combat style... *looks at tempest*

 

Guess it depends on what it's rewriting your combat style to be like. I liked what tempest rewrites me to be, not what reaver did. Spamming red cat swipes as my main combat action is boring.


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#47
ottffsse

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^to elaborate on my previous post: In terms of damage calculation for typical battle around lvl 14-15: launch wb at distant target, immediately launch energy barrage. Immediate explode walking bomb and knock down enemy cluster. You have already dealt 400+800% to a single target + 400 additional to the target and any enemies surrounding it. You also have infected those enemies to take additional dot damage from wb. Now you can recast walking bomb again! due to how this mechanic works. In addition you can use an enhanced wb ring to add 40% damage modifier on top for wb so it does 512% dot ticks. Add to that any attack % modifiers you might have. And power of the dead (20%) this is quite significant and what holds it back relativ to say the Templar combo is that mage staves damage is way less than swords. Otherwise I would say the damage done in that short burst would be comparable.

Later on you will have stuff like mana surge + lightning cage, gathering storm with energy barrage, chaotic focus firemine to round out the mage to your choice.
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#48
Bigdawg13

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I went ahead and took the plunge.  I have a question though.  I was reading a build for Necromancer (on one of these forums) and the build suggested an upgraded Horror.  The reason is not for horror persay, but it suggests that the armor reduction occurs for anything feared, not just fear due to horror.  If so, that makes upgrading horror quite useful in tandem with Wall of Fire.  Is there any evidence for this?  I can't find any.

 

Also, it's kind of funny that rage demons (who are immune to fire) get feared from Wall of Fire.



#49
andy6915

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I went ahead and took the plunge.  I have a question though.  I was reading a build for Necromancer (on one of these forums) and the build suggested an upgraded Horror.  The reason is not for horror persay, but it suggests that the armor reduction occurs for anything feared, not just fear due to horror.  If so, that makes upgrading horror quite useful in tandem with Wall of Fire.  Is there any evidence for this?  I can't find any.

 

Also, it's kind of funny that rage demons (who are immune to fire) get feared from Wall of Fire.

 

Wasn't you doing a tempest? You went through that fast? Or did you do what I often do and stop mid-way for stupid reasons?



#50
Bigdawg13

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Wasn't you doing a tempest? You went through that fast? Or did you do what I often do and stop mid-way for stupid reasons?

 

I alternate ranged and a melee character.  *shrug*  I'd go tempest archer but Frost of Flask is just too freaking awesome.  /blame_Andy6915