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I realised that Death Magic isnt very good, specally not in PvP, when you havent got many corpses.
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/sigh
Allies are corpses too. At high levels, all it takes is one corpse to be effective, if one knows what they're doing. I'm a N/Mo with 14 Death Magic, so let me share a few points here, which are applicable to both PvE and PvP...
Vengeance... when/if an ally dies, raise a bone horror from them and then cast Vengeance to bring them back to life. After 30 seconds, they are a guaranteed corpse that can be used to create another bone horror, as well as giving you guaranteed energy through Soul Reaping. The party member has full health/energy for 30 seconds, so can immediately get back into the fray, and there is no death penalty incurred when raised with Vengeance.
Death Nova + Taste of Death... this turns minions into walking time bombs with a trigger switch that heal. The conventional way of using Death Nova is to try and monitor the minions and cast it when they are close to dying. However, if one casts Death Nova immediately after raising them, then keeps them targetted until they get close in to the creature, then the master can trigger Taste of Death on them, which kills them instantly. At lvl 14 DM, this gives the master 380 health immediately, and does 96 damage plus poisoning for a significant duration to all surrounding foes. It's likely that another corpse will show up after doing that.
Healing Seed... cast this on a high level Bone Horror that runs in with the Tanks, or when they're next to the spellcasters, and monks will love you for it. Combined with the Death Nova + Taste of Death strategy described above, it can be quite effective.
Heal Area... in PvE, this is great for keeping an army of minions alive, since they always group around you after/before any encounter. Cast it after to keep them going until the next battle, and before sending them in. In long stretches of no enemies or corspes, just stop for a second and heal them. It's ok for Necros to be in the back, and helps keep the minions from aggroing the wrong mobs accidentally.
Don't be afraid to die... if there is more than one Necro in a group and at least one of them has Vengeance or an infinite Res spell, then have one of them use health sacrificing skills or a vampiric weapon and die when there isn't a corpse around. If both have res and one of the Verata's line of minion stealer spells, this approach can be used to create lots of minions when there are no corpses. It can also be used to create a corpse for Putrid Explosion, Necrotic Transveral, any of the Well Of... line of spells, etc. One Necro runs into the middle of the largest group and kills themself, then the other uses their corpse and raises them with Vengeance.
Remember... Vengeance has an off switch.
And finally, high level horrors are smarter than most people think they are. Depending on the master's postioning, they will not attack unless the master does first. I can cast spells indefinitely, and as long as I don't actually attack with my weapon, the minions will just stand beside me even in the most heated battles. And they move toward the enemies quite intelligently, if one watches them closely. If I follow a target called, that's where they go. If a creature is close to dying and doesn't need their help, they will stop heading that way and move toward the next one. If several creatures break off and head for the spellcasters, the minions will pause and change direction to intercept them. When I have more than 4 or 5 with me, usually one will hang back beside me for a bit before following the others... if during that time I choose a second attack target, like the creature who broke off and is going for the monk, then that's where the final horror will head to.
Bottom line is, if minions are constantly aggroing the wrong mobs or are getting in the way, look to the master not the minions. The master has more control of them than may be apparent on the surface, based on their own targeting practices and postitioning within the party.
Grenth watch over your soul...