Necro & Heal on hit
#1
Posté 01 février 2016 - 02:57
#2
Posté 01 février 2016 - 03:18
You need to use an attack that will deal damage just as Simulacrum ends to heal. Energy Barrage is a good choice.
#3
Posté 02 février 2016 - 12:40
You need a staff or armour with the property gain 1% heal on hit not just death syphon! Once you go into similicrum (health reduced to 0) just cast walking bomb on someone after about 5 seconds in similicrum, but before you fall unconcious, but don't detonate it in this case because you want it to tick away and explode AFTER you fall unconsious - that will give you health back because of the 1% heal on hit and will resurect you. That is the easiest way to never die if you are in a party because as long as another companion is alive you don't ever loose. If you are soloing then yes you have to use energy barrage and cast it just as similicrum is about to end (about 8-9 seconds after it starts) that means just as you fall unconcious the barrage missiles hit something and you self res. Some other abilities like fire mine can do this too if you place a mine or a series of flame array mines on the battlefield and an enemy steps on one after you die it will also trigger a hit a res you but walking bomb and energy barrage are the most reliable. Tip: cast walking bomb in such cases on enemies with good health left as you don't want the enemy to die before you because then you are screwed. Necro has some learning curve but can beast once you discover a few tricks how to maximize its potential. I soloed nm trials with it.
Here are some videos if you want to eventually try a "cheeze max-ed out" necro build which just destroys everything:
use walking bomb fade touched masterwork to duplicate firemine damage with walking bomb
launch a triple energy barrage while walking bomb is flying towards your target (thanks lyrium potion) - walking bomb mana cost is only calculated once walking bomb hits before that you can spam other spells and walking bomb is totally free and doesn't use mana because when it eventully hits you have none to deduct - that's pretty broke awesome
solo of saarath, where I did have to self revive as a mistake happened toward the end of the fight.
https://www.youtube.com/watch?v=N3BpixsIIis
- Bayonet Hipshot aime ceci
#4
Posté 02 février 2016 - 01:23
WB and Death Siphon help too I believe, because I've had Dorian revive without micromanagement, and I know the AI is not timing the Energy Barrage as stated above.
#5
Posté 02 février 2016 - 02:38
You need a staff or armour with the property gain 1% heal on hit not just death syphon! Once you go into similicrum (health reduced to 0) just cast walking bomb on someone after about 5 seconds in similicrum, but before you fall unconcious, but don't detonate it in this case because you want it to tick away and explode AFTER you fall unconsious - that will give you health back because of the 1% heal on hit and will resurect you. That is the easiest way to never die if you are in a party because as long as another companion is alive you don't ever loose. If you are soloing then yes you have to use energy barrage and cast it just as similicrum is about to end (about 8-9 seconds after it starts) that means just as you fall unconcious the barrage missiles hit something and you self res. Some other abilities like fire mine can do this too if you place a mine or a series of flame array mines on the battlefield and an enemy steps on one after you die it will also trigger a hit a res you but walking bomb and energy barrage are the most reliable. Tip: cast walking bomb in such cases on enemies with good health left as you don't want the enemy to die before you because then you are screwed. Necro has some learning curve but can beast once you discover a few tricks how to maximize its potential. I soloed nm trials with it.
Here are some videos if you want to eventually try a "cheeze max-ed out" necro build which just destroys everything:
use walking bomb fade touched masterwork to duplicate firemine damage with walking bomb
https://www.youtube....h?v=gQiderhCy5E
launch a triple energy barrage while walking bomb is flying towards your target (thanks lyrium potion) - walking bomb mana cost is only calculated once walking bomb hits before that you can spam other spells and walking bomb is totally free and doesn't use mana because when it eventully hits you have none to deduct - that's pretty broke awesome
https://www.youtube....h?v=RdW1Mz15JY8
solo of saarath, where I did have to self revive as a mistake happened toward the end of the fight.
https://www.youtube....h?v=N3BpixsIIis
So basically, walking bomb masterwork uses whatever upgrade you have selected? Also, how do you feel about using Kitty's Collar with a Necro?
#6
Posté 02 février 2016 - 04:44
So basically, walking bomb masterwork uses whatever upgrade you have selected? Also, how do you feel about using Kitty's Collar with a Necro?
Not exactly. It does not modify the damage so apply masterwork walking bomb with 100% damage on explosion will get you 100% damage +/- 10% on explosion but it can crit so if your crit chance and damage are high it can be lol good like a 20K firemine turning into a 40K walking bomb explosion (with 100% crit damage bonus). But the virulent effect does apply to the masterwork, which is great so that massive walking bomb from the firemine can spread on killing an enemy to nearby enemies. The main advantage is that on a necro you have full control of the masterwork if it procs on hit you can immediately trigger an explosion from the quickbar (your usual walking bomb hotkey) and reapply it again on another hit maybe 3 seconds later.
I used kitty's collar but I recommend against it it creates pretty unpredicable results, it's more a troll than a useful item. like sure you res maybe 70% of the time but it seems to interfere with similcrum and should kitty's collar not trigger then you auto die as you do not go into similicrum as normally. Ring of Doubt is insanely good however and possibly breaks the game for mages.





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