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N/R's aren't very good either. Why have a pet when you can have a half-dozen minions?
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I know of one N/R with 16 Death who carries a pet around and puts zero points in Beast Mastery so that the pet is weak in battle and she has a guaranteed corspe during long dry spells. If one carries the spell which rezzes the pet, it's kind of a smart strategy actually. That's actually the only reason she has Ranger at all, and doesn't use it for anything other than the dead pet, lol.
I like the N/Mo combo for using Heal Area on my horrors inbetween encounters, and it's always good to have a Res spell and Heal Other on hand when there aren't any corpses around. However...
Since you're just starting, you may not realize that attribute points come very slowly. For a long time, its going to be a challenge to invest in more than 3 attributes and have any one of them be seriously effective. And with Necro there are sooo many good spells that are most effective when used in concert with other necro spells, and often across attribute classes, that it's tempting to have every necro attibute at least somewhat high, and then very easy to have too many choices for the skil bar... we can only carry 8, and if we carry a signet to capture elites, then it's really only 7.
So basically, don't be surprised if you end up only carrying one spell/skill from your secondary no matter what you choose, and discover that most of your attribute points are being sunk into necro attributes only. I'd recommend looking at the skill listings for each profession, and find like your top 3 from each one, then choose from there. I keep Healing Prayers high specifically for Heal Area, since it costs less energy then Blood of the Master, and doesn't have a health sacrifice hit to it... like to save that for Blood is Power instead.