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Is Necromancer any fun?


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29 réponses à ce sujet

#1
Fullmetall21

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Hello people, after a long break from the game I've been considering starting a new playthrough as a mage and thinking about going for necromancer since I never done that before. My question is how fun is the necromancer in your opinion (I realize that fun is hard subject) and how does it compare to the other specs as to relative power?



#2
stop_him

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Any class can be made fun, I suppose.

 

I've three mages for all three mage classes. I enjoy playing all of them, though I would say that Necromancer is the weakest of the three.  I esp feel that way right now in the Deep Roads DLC. So many enemies are immune to Necromancer's fear ability. The only ability that works on any enemy is Spirit Mark, provided the possessed enemy doesn't just stand around like an idiot.

 

A comparison of all three: http://forum.bioware...ncy/?p=18142773

A focused assessment of the "fun" of Necromancer: http://forum.bioware...al-necromancer/


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#3
yasuraka.hakkyou

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I'm playing my Trevelyan Necromancer as a self-serving power-hungry manipulative jerk-woman. I was always a fan of Walking Bomb, and I find it fairly fun to fight like a panic-inducing plague-witch.

 

Necro's power comes from crowd control, I would say. Between Wall of Fire and Horror (and with Dorian being a copy build as well), most things don't get to do anything while Blackwall, Dorian, Sera and I eat through them.



#4
Roninbarista

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I have played as an eleven necromancer who invested heavily in the winter tree for spells along with some fire, no spirit tree, and energy barrage.

It is mainly crowd control power and you can mix your talents with other trees.

#5
ottffsse

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don't watch if you have not beaten the DLC yet, but this is as well as a Necro can can played imo, and also the most effecient build for most situations. I could swap one spell for dispell in certain situations though. question is if I substitute fade step for aegis of the rift later...because I do use winter's stillness and fade step breaks it. 

 


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#6
Bigdawg13

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Necromancer turned into my favorite mage spec.  KE is boring to me, because there isn't danger of dying.  Rift Mage has buggy interaction with lightning that bothers me, plus last I played it stonefist's detonator was broken (it would combo but cause no damage, is this fixed??).  Necromancer was a lot of fun.  I loved the challenge of getting efficient spreading of walking bomb.  And I'd smile ear-to-ear when I could get an entire room to blow up like dominos.  So much fun.

 

*EDIT* typo


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#7
Dabrikishaw

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Necromancer has given me the least amount of fun out of any specialization so far, but that's not the same as being bad to play. 

 

 

plus last I played it stonefist's detonator was broken (it would combo but cause no damage, is this fixed??). 

I heard it was fixed in patch 1.09.



#8
Bigdawg13

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Necromancer has given me the least amount of fun out of any specialization so far, but that's not the same as being bad to play. 

 

 

I heard it was fixed in patch 1.09.

 

I saw that too, but it was when 1.09 was in beta.  Now that 9 is out, I do not see it in the notes.  Even if it were fixed though, I do not know if I'd ever pick Rift Mage again due to the lightning bug.  I was semi-curious if stonefist could open locked doors (like a warrior impact detonator skill would, shield bash, mighty blow, etc) but so far I can't tell.  I keep trying it on doors that require the deft hands perk (which warriors can't open anyways).



#9
MrTornado

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I saw that too, but it was when 1.09 was in beta.  Now that 9 is out, I do not see it in the notes.  Even if it were fixed though, I do not know if I'd ever pick Rift Mage again due to the lightning bug.  I was semi-curious if stonefist could open locked doors (like a warrior impact detonator skill would, shield bash, mighty blow, etc) but so far I can't tell.  I keep trying it on doors that require the deft hands perk (which warriors can't open anyways).

Patch 8 was called 1.09 on PSN. 

Stonefist detonations were fixed in Patch 8 for both single player and multi player.



#10
Dabrikishaw

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I get the hesitance to use elec spells if you want to keep enemies weakened and use elec spells in your active bar. When I make a second Rift Mage Elf I'll just avoid that tree.



#11
Bigdawg13

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I guess I find static cage with walking bombs going BOOM and body parts flying everywhere more viscerally satisfying than sucking people into a firemine.  Lawl.  Maybe Cassandra is right.  Perhaps I just have a morbid personality.  :P


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#12
cdizzle2k3

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I guess I find static cage with walking bombs going BOOM and body parts flying everywhere more viscerally satisfying than sucking people into a firemine.  Lawl.  Maybe Cassandra is right.  Perhaps I just have a morbid personality.  :P

That's a deadly combo.. Especially if you have a masterwork that also gives you a chance of walking bomb... Also, casting Spirit Mark on a powerful enemy right before they die can potentially change the whole flow of the battle in your favor.



#13
Bigdawg13

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Does that work?  Can you have walking bomb from a mastercraft on the same target that you've applied normal walking bomb?



#14
cdizzle2k3

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No, it doesn't stack, I just meant that having a masterwork that grants that chance + casting it normally would be deadly because of the potential of having numerous active walking bombs.



#15
Bigdawg13

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No, it doesn't stack, I just meant that having a masterwork that grants that chance + casting it normally would be deadly because of the potential of having numerous active walking bombs.

 

I guess my next question does the player skill override the mastercraft?  Because the mastercraft versions don't tick for 200% (or at least I don't think they do).



#16
cdizzle2k3

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That is a good question... I would guess that whichever one is triggered first remains until the enemy either dies or the ability times out? That is a 100% guess though... My inquisitor isn't a mage, so all I know is that when I use Dorian and he is casting Walking Bomb and him or someone else has a masterwork that also grants Walking Bomb chance, people explode all over the place. I never actually payed attention to the actual damage number that it causes.



#17
Guest_Evie_*

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It was alright, but not for me. I tested it with Dorian, and he tends to do stupid things me as the PC won't (like reviving a door), and it hurts Cole, but if you don't mind that, then it can be pretty fun, though the wait time for the dead to "die again" gets a bit annoying. Walking Bomb is my fav though!



#18
Bigdawg13

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It hurts Cole?

#19
devSin

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Considering that it's mostly a bunch of janky CC abilities in a game with only small groups of enemies, I don't think it's that fun. Horror is all right (if boring), and death siphon is useful.

Walking Bomb is fun but not really effective. It also does only a fraction of the listed damage when it detonates. And Spirit Mark is kind of dumb. The extra minions can be useful, but more often the AI is trash and they just run around (you also have to wait for them all to expire to end combat).

The only time I'd recommend necromancer is for the Descent. Virulent walking bomb is glorious when you get rushed by 20 darkspawn.
 

Patch 8 was called 1.09 on PSN. 
Stonefist detonations were fixed in Patch 8 for both single player and multi player.

Stonefist was only fixed for multiplayer.

It continues to do no damage on detonation in single-player.

#20
Bigdawg13

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Considering that it's mostly a bunch of janky CC abilities in a game with only small groups of enemies, I don't think it's that fun. Horror is all right (if boring), and death siphon is useful.

Walking Bomb is fun but not really effective. It also does only a fraction of the listed damage when it detonates. And Spirit Mark is kind of dumb. The extra minions can be useful, but more often the AI is trash and they just run around (you also have to wait for them all to expire to end combat).

The only time I'd recommend necromancer is for the Descent. Virulent walking bomb is glorious when you get rushed by 20 darkspawn.

Stonefist was only fixed for multiplayer.

It continues to do no damage on detonation in single-player.


Two things. One, stonefish detonator is definitely working on SP. Second, walking bomb is awesome. 2000% spirit damage on whole groups (for free) is amazing and that doesn't even mention the free knockdown.

#21
Guest_Evie_*

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It hurts Cole?

 

If you talk to him, he hurts from what you do to the dead. You can even apologize for upsetting him. Being a spirit he can sense the dead being revived to be used as puppets in battle. He also mentioned it to Dorian too.



#22
Bigdawg13

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If you talk to him, he hurts from what you do to the dead. You can even apologize for upsetting him. Being a spirit he can sense the dead being revived to be used as puppets in battle. He also mentioned it to Dorian too.


Oh I thought you meant actual damage. I don't really care what he thinks. He is creepy IMHO.

#23
Dabrikishaw

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Walking Bomb can work if you can get the most bang from your buck, but that lack of %600 explosion damage does it no favors.


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#24
Guest_Evie_*

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Oh I thought you meant actual damage. I don't really care what he thinks. He is creepy IMHO.

 

That's why I said if you don't mind that, it's perfectly fine! I can't hurt anyone in my games lol I'm too nice. Everyone but Solas stays with me at the end of each game. Even Divine Cass returns, or Divine Viv.



#25
devSin

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One, stonefish detonator is definitely working on SP.

It always "worked".

It just doesn't do any damage (at least as of Patch 8).
 

Second, walking bomb is awesome. 2000% spirit damage on whole groups (for free) is amazing and that doesn't even mention the free knockdown.

The problem is that groups in Inquisition are small, and the explosion doesn't actually do the listed damage.

Sure, it's fun to gib enemies in large explosions, but on the whole, it's not always that effective (and I'm not sure I'd call a specialization "fun" when it really only has one viable spell).