Only in terms of a single burst. For overall sustained dps, I think rift mage is higher in dps.
The necro still has the problem of spell cooldown or needing to recharge mana. On the other hand, rift mage can spam immolate 10 times in a row using the no-cooldown upgrade.
i do not think so. immolate is what? 300% weapon damage? ok x 10 = 3000% 3m aoe (while casting immolate over and over and over again...so take that time into account.
the mechanics I showed in the two vids:
vid 1 walking bomb firemine: 1 flame array (only 30 mana) = 3x 1600% weapon damage aoe already and if it procs walking bomb another 1600% on top of that + potential to crit AGAIN and increase the 1600% by your crit modifier so say 100% crit damage bonus would mean 3200% spirit damage explosion from wb in a 5m radius WITH virulent property if you are a necromancer, that"s how I got that 43K spirit damage hit on the revenant, so if I killed an enemy with that it would spread to enemies nearby in a 5m radius most likely just killing everything outright in one stroke. Total cost = 30 mana. Besides things should most likely die at this point giving you back mana from death siphon.
vid two. lyrium potion or great bear sigil makes mana worries absolete for initial burst. so I have static cage + walking bomb + 3x energy barrage which is my main attack sequence - it can be replaced with static cage, walking bomb, energy barrage, detonate walking bomb, recast walking bomb (free when done quickly this way). I get a grand total in 10s of walking bomb 900%+ 3x 1200% from energy barrages (with upgrade) + static cage damage from the energy barrages so another 3x 600% (half of eb as static cage does 50% damage for every hit). That's 6300% weapon damage in about 10s and that"s what you see of shaving off 40% of the highland ravagers health in the opening 15s. of course against mobs I would use the 500% walking bomb upgrade and not the 900% but the 500% is aoe and has a chance to spread via virulent Total cost: 65 mana static cage, 3x 50 mana energy barrage 215 mana. (walking bomb 65 mana becomes again free because there is nothing in the mana pool to deduce since the energy barrages ate up all your mana but you have already cast walking bomb before its mana cost is calculated since it only subtracts your mana when it hits the target and not when you cast it unlike energy barrage, and a lot of other abilities, that"s how this works). And anyways, ever since the energizing step upgrade to fade step which gives you back mana when you fade step through enemies you never have a problem with mana, really. And after doing this sequence you still have fire mine in your arsenal which you can cast while the other offensive abilities are on cooldown.
Rift mage is the better battlefield crowd controller though because of constant knockdown and pulls just like the da2 force mage (stonefist + veilstrike + pull of the abyss) but it won't have the absolute potential dps output of an optimized necromancer.