Necromancer as a secondary skill
Jackell
It's seems an over consensus ranks the Necro as a bad primary, but a very worthwhile secondary. So, tell us your thoughts, what necro secondaries fit well with the other class combinations in the game, and what are your favorite combo's?
tektonik
Curses 4 and Rend enchantments ummmm thats it.
Nash
Shadow of Fear, Enfeebling Blood against Warriors.
Mango Midget
I like necros they are very useful with warrior primary.
Ensign
Well, here's the list of usual suspects that I look at when making builds:
Rend Enchantments. Punches through heavy defenses on key targets - great for finishing off Monks, and absolutely vital for knocking off a well defened Ghostly Hero. Plus it works about as well as it ever will at 4 Curses. You probably want one, and maybe even two copies of this somewhere on a team.
Shadow of Fear / Enfeebling Blood. This is the Necromancer standard in Warrior train hate - both hit everyone in an AoE, and between the two of them you're looking at something like 66-75% damage reduction. Both are reasonably spammable, shut down multiple targets, and require a comprehensive hex + condition removal plan to remove. Then you put it right back up.
Plague Touch. I like this guy more than I should on Warrior/Necros - it's a quick solution to blind and weakness, and at the price it's worth sending over just about any condition you get hit with. Now if only it weren't such a pain to get rid of cripple with this.
Blood is Power. Getting changed to a flat percentage hurt it, but so what? It's still Blood is ******* Power. If you've got a non-Monk with a free elite slot that can afford 8 Blood, run this guy. The cost is steep, but when the crunch comes it's a safety net that'll keep your Monks running indefinitely.
Offering of Blood. If all you want is energy self-management, this is probably the best skill available. Even at a relatively modest 7 Blood it's good for 36 energy per minute, and it casts almost instantly so you don't skip a beat. The blood cost is trivial. This is quickly becoming the energy management tool of choice for Monks - overlook it at your own risk.
Demonic Flesh. The duration on this guy is just lovely - it'll last for the important parts of a fight if it isn't removed. 5 energy for a 150 HP buffer? Can't argue with that on a key target.
Well of Blood. I might like this skill more than in warranted, but in the Hall of Heroes and other maps with fixed objective points the Well is solid, kicking out a ton of healing over its lifetime. Denying corpses to the enemy is always a bonus, too. I wouldn't be investing in Blood solely for this skill, but if you're after BiP or Offering of Blood, give this guy a good hard look for your Tombs runs.
There are a bunch of other skills that I consider as well, from Vampiric Gaze to Enfeeble to Order of the Vampire. It simply comes down to party needs and what you have room for.
Peace,
-CxE
Rend Enchantments. Punches through heavy defenses on key targets - great for finishing off Monks, and absolutely vital for knocking off a well defened Ghostly Hero. Plus it works about as well as it ever will at 4 Curses. You probably want one, and maybe even two copies of this somewhere on a team.
Shadow of Fear / Enfeebling Blood. This is the Necromancer standard in Warrior train hate - both hit everyone in an AoE, and between the two of them you're looking at something like 66-75% damage reduction. Both are reasonably spammable, shut down multiple targets, and require a comprehensive hex + condition removal plan to remove. Then you put it right back up.
Plague Touch. I like this guy more than I should on Warrior/Necros - it's a quick solution to blind and weakness, and at the price it's worth sending over just about any condition you get hit with. Now if only it weren't such a pain to get rid of cripple with this.
Blood is Power. Getting changed to a flat percentage hurt it, but so what? It's still Blood is ******* Power. If you've got a non-Monk with a free elite slot that can afford 8 Blood, run this guy. The cost is steep, but when the crunch comes it's a safety net that'll keep your Monks running indefinitely.
Offering of Blood. If all you want is energy self-management, this is probably the best skill available. Even at a relatively modest 7 Blood it's good for 36 energy per minute, and it casts almost instantly so you don't skip a beat. The blood cost is trivial. This is quickly becoming the energy management tool of choice for Monks - overlook it at your own risk.
Demonic Flesh. The duration on this guy is just lovely - it'll last for the important parts of a fight if it isn't removed. 5 energy for a 150 HP buffer? Can't argue with that on a key target.
Well of Blood. I might like this skill more than in warranted, but in the Hall of Heroes and other maps with fixed objective points the Well is solid, kicking out a ton of healing over its lifetime. Denying corpses to the enemy is always a bonus, too. I wouldn't be investing in Blood solely for this skill, but if you're after BiP or Offering of Blood, give this guy a good hard look for your Tombs runs.
There are a bunch of other skills that I consider as well, from Vampiric Gaze to Enfeeble to Order of the Vampire. It simply comes down to party needs and what you have room for.
Peace,
-CxE
Jackell
Ensign, I've got a question I just thought about, I never got a chance to play with this skill at all, but for a moonk necro, what about Necrotic Traversal. Is the range on that spell good enough for a quick teleport in, rez, and teleport out of harms way?
tektonik
IMO it just delays the inevitable.
worker
Quote:
Originally Posted by Ensign
Rend Enchantments. Punches through heavy defenses on key targets - great for finishing off Monks, and absolutely vital for knocking off a well defened Ghostly Hero. Plus it works about as well as it ever will at 4 Curses. You probably want one, and maybe even two copies of this somewhere on a team.
I totally agree. I do agree aswell on Enfeeble can help your build, depending on combo.
Greentongue
Quote:
Originally Posted by Jackell
It's seems an over consensus ranks the Necro as a bad primary, but a very worthwhile secondary.
Considering this is what was said about the Ranger last year, I hold out hope for the Necro to be tweeked to the point it makes an acceptable primary.