Necromancer | |
Unlike other casters, a Necromancer is powerless until it calls upon the dark magic of Arawn to transform itself into a fearsome servant controlled by an ethereal "shade". All their spells are cast through their servant (or pet). They may heal the pet, command it to cast spells on enemies, command it to attack enemies, etc.
In order to kill a Necromancer, you must first kill his pet, which forces the Necromancer to become visible, where it can then be targeted and killed. While a shade, the Necro is displayed as a translucent shadowy, floating ghost that cannot be targeted or damaged by melee or spells.
When the pet is killed or released in combat, the Necromancer returns to mortal form, alive, but with a a very small amount of health. If the pet is not injured or in combat when released, the Necromancer comes back from shade mode with no loss of health. The intent of this is to make it so as long as the pet is alive, the Necro is at full health, but when his pet dies, the Necro is extremely damaged, weak and vulnerable.
Necromancers have the ability to do damage, and the pain it inflicts brings them a surge of power or restores life to their servant. They don't drain power or life directly from their target, but they receive a portion of damage back as power or servant life.
Attributes[]
Available Races |
Intelligence Primary |
Dexterity Secondary |
Quickness Tertiary | Str | Con | Emp | Pie | Cha | Resistance 1 |
Resistance 2 |
Resistance 3 |
Resistance 4 |
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Briton | 60 + 45 | 60 + 23 | 60 + 15 | 60 | 60 | 60 | 60 | 60 | 2% Crush | 3% Slash | 5% Spirit | |
Avalonian | 80 + 45 | 60 + 23 | 70 + 15 | 45 | 45 | 60 | 60 | 60 | 2% Crush | 3% Slash | 5% Spirit | |
Saracen | 60 + 45 | 80 + 23 | 60 + 15 | 50 | 50 | 60 | 60 | 60 | 2% Slash | 3% Thrust | 5% Heat | |
Inconnu | 70 + 45 | 70 + 23 | 50 + 15 | 50 | 60 | 60 | 60 | 60 | 2% Crush | 3% Thrust | 5% Heat | 5% Spirit |
The following attributes increase with every first, second or third level up starting at level 6:
- Primary Attribute: Intelligence (45 points at level 50)
- Secondary Attribute: Dexterity (23 points at level 50)
- Tertiary Attribute: Quickness (15 points at level 50)
Due to the nature of the Necromancer, base Intelligence and Dexterity (to some extent) are the only Attributes that matter (Quickness is useless) when creating your character. Also Racial Resists do transfer so do worry about them. Because of this Choosing the Inconnu class will be your best choice due to their high Intellegence and Dexterity.
When creating your Necromancer you have 30 Starting Attributes you can spend. The following distributions are often used:
Option 1: Balanced
15 Intelligence
10 Dexterity
Option 2: Highest Direct Damage
18 Intelligence
1 Dexterity
Buffs[]
No Pet | With Pet | |||
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Buff | Human | Shade | Pet | |
/29.png | Base Con | hit points | nothing | defense |
/19.png | Base Str | encumbrance | encumbrance | defense |
/69.png | Spec Con | hit points, encumbrance | encumbrance | defense |
/24.png | Base Dex | cast speed | cast speed | defense, cast speed |
/74.png | Spec Dex | cast speed | cast speed | defense, cast speed |
/79.png | Int | spell damage | spell damage | nothing |
/14.png | Base AF | defense | nothing | defense |
/344.png | Spec AF | defense | nothing | nothing |
Abilities & Specialization[]
Abilities | Specializations 1.0x | Equipment | Advanced | Tradeskills |
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Master Levels |
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Realm Abilities[]
PvE[]
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PvP[]
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Realm Rank 5 Ability[]
Name | Call of Darkness |
Reuse | 15 minutes |
Effect |
When used, the Necromancer gains a buff that lasts 15 minutes. The buff will cause the Necromancer's next Pet Summon spell to have a 3 second cast time. Cast is uninteruptible and caster is immune to stun and mezz while casting. |
Master Level Paths[]
Champion Levels[]
Useful Artifacts[]
Weapons[]
Staffs: Staff of the God / Tartaros Gift / Traldors Oracle
Armor[]
Chest: (None)
Sleeves:
Helmet:
Leggins: (None)
Gloves: Maddening Scalars
Boots: (None)
Jewelry[]
Necklace: (None)
Cloak: (None)
Jewel: Tablet of Atlantis / Erinys Charm / Stone of Atlantis / Egg of Youth / Eerie Stone of Darkness / Dream Sphere
Belt: Jasina's Sash
Rings: Ring of Dances
Bracer: Band of Stars / Bracer of Zo'arkat
Other Useful Items (being worked on)[]
Weapons[]
Staffs: (None)
Armor[]
Chest: (None)
Sleeves: (None)
Helmet: (None)
Leggins: (None)
Gloves: (None)
Boots: (None)
Jewelry[]
Necklace: (None)
Cloak: (None)
Jewel: (None)
Belt: (None)
Rings: (None)
Bracer: (None)
Mythirians: (None)
Tactics[]
PVE[]
RVR[]
Necromancer's are an extremely versitle class in RvR. In tank Heavy groups the armor debuff they recive turns emeny players into butter. In hybrid groups they can play almost any role. And in magic heavy groups they are great to take the beating while still being able to use magic, which in turn frees up other casters. The necromancer can transfer power when needed to healing, and other magic based classes. But, the necromancer is not without offense they are given a strong base lifetap spell to help them slay their foe's. The best pets to use in RVR are the lesser zombie servant or the zombie servant. Those pets can't be mezzed which gives the Necromancer a nice advantage.
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