- Necromancer(ネクロマンサー)
- Necromancer general questions:
- Q. What does the essence of anguish I received from the Grisly Mark/Horrific Mark/Necromantic Symbol spell do?
- Q. What are our "fun" spells and where can I get them?
- Q. Where do I start my level 20 armor quest?
- Q. What makes the necromancer special compared to other mages?
- Q. What's the difference between a Conjurer and Necromancer?
- Q. Whenever I cast the spell swarm of rats or ghastly stench, they all get killed before they do much damage... how can I maximize their effectiveness?
- Q. Is the necromancer mostly a solo class?
- Q. Is the necromancer a fun class to play?
- Q. Can I become a necromancer in Qeynos?
- Q. What should I be spending most of my money on? Spells, equipment or a combination?
- Q. What stats should I be looking for in my armor upgrades?
- Q. What race makes the best necromancer?
- Q. Aren't Sorcerers better at damage then us? Why should I choose a second-rate DPS'er?
- Q. What's the difference between burst and sustained DPS classes?
- Necromancer general questions:
Necromancer(ネクロマンサー)
Necromancer general questions:
Q. What does the essence of anguish I received from the Grisly Mark/Horrific Mark/Necromantic Symbol spell do?
A. The essence of anguish is used for the necromancer spell "revivication", our ressurection spell received at level 48. It is also used for our level 52 spell drawing of souls. These items stack up to 50 per inventory slot and breed like rabbits... don't feel bad about deleting these from inventory every few stacks, they are easy to come by and you really won't use that many. Personally, I have 10 stacks though there is no reason to hold onto that many, a single stack should suffice 'til 52, after that maybe keep a couple stacks at a time.
Q. What are our "fun" spells and where can I get them?
A. Our fun spells are: Nylph's Bone form (lvl 20), Nylph's Flayed Form (lvl 30), Nylph's Misty Image (lvl 35), Dartain's Dead Sight (lvl 40) which gives self Infravision, Skeletal Regiment (lvl 45) and Dartain's Cloaking Debris (lvl 50). All of these spells can be purchased from the mage academy in North Freeport, the same place you got your subclass quest from... they are all there, sometimes they're just on different scribes so look around.
Q. Where do I start my level 20 armor quest?
A. The armor quest starts in East Freeport in the Freeport Observer building... look for the witch Kirsteh. These quests are long, drawn out and a royal pain in the rear. This is composed of six quests, one for each visible armor slot. I wouldn't recommend obsessing over finishing these quests as it can be pretty tough around AQ4 (think it was AQ4, whichever one is in Edgewater Drains). I did all of the AQ's but it took me a long time /lfg to finish them; knowing what I know now, I probably wouldn't do the AQ's after 3 again. I guess my point is, the armor is pretty nice stuff and can be fun in the right groups... just don't feel you have to finish them.
Q. What makes the necromancer special compared to other mages?
A. Agro control and health/power manipulation.
Agro control by our ability to do more damage against a single target without pulling the hate off of our tanks than most any other class. Before the shouts of "nerf" rain from above, lemme clarify this point a little. If a necromancer can place a pet behind a mob and if they can get both their swarm pets on a mobs back and if the fight lasts 35 seconds or longer, chances are you will do more damage than most other classes. That ability comes at a steep price though... if any of your pets are killed by a mob after about 15 seconds, all their hate will transfer to you and you'll most likely have a new friend that will do horrible things to your fragile person. It's not as easy as it seems, the DPS pets will take hits and die at the most inopportune times. Keep your pet healed to the best of your ability, if he dies and transfers all his accumulated hate to you, chances are you are going to be mowed down before your healers realize what the heck happened.
Health and power manipulation are just that, tap your pet for power, use your health to heal him and use your lifetap to heal yourself... it's a dance but can be quite fun.
Health and power manipulation are just that, tap your pet for power, use your health to heal him and use your lifetap to heal yourself... it's a dance but can be quite fun.
Q. What's the difference between a Conjurer and Necromancer?
A. There are five big differences between the classes.
First, Conjurers are better then us at AoE, we are much better at single target damage. The necromancers spells are very focused on single target damage, the conjurers get almost all AoE type spells. Necro's get a couple, they just aren't as good.
Second, conjurers get some very good group damage buffs... they get a fireshield (a spell that does damage when the recipient is hit) spell and a proc (process, essentially a spell that has a chance to "process" or cast when attacking) quite early and of very good quality.
Third, conjurers are elemental (fire, cold) based, necromancers are noxious based (disease specifically). This isn't always important though it is helpful when grouping with a sorcerer. Wizards are elemental based like the conji's, so their debuffs stack up helping both classes do more damage... Warlocks are noxious based, just like us, helping both do more damage.
Fourth, conjurers get more status effecting abilities like stifles and stuns. We get health transfers and revivication.
Fifth, necro's get less pet specific special abilities. A conjurer can instantly revive a dead pet, ward a pet against damage and put a massive damage buff on the pet only come 50 while we get a small pet only haste. This point really isn't a big deal but it is a difference.
Q. Whenever I cast the spell swarm of rats or ghastly stench, they all get killed before they do much damage... how can I maximize their effectiveness?
A. The rats and zombie themselves can take very little damage so sometimes when a mob (Mobile Object, in other words, an enemy target) uses an ability that effects everything in front of it, the rats get killed. The best way to cast this spell is go behind the mob and cast, the rats will stay in back and not take as much if any damage from the mob, leaving your tank to take the damage, you and the rats to do damage. The limited pets won't take damage from AoE but my experience has been either they will get hit by frontal arc attacks or the chances are much higher that the swarm pet will be tageted and destroyed if in front of a mob.
Q. Is the necromancer mostly a solo class?
A. No. Forget any ideas about the class from certain other games... the necromancer with pet does not make him a solo only class. This is not to say we aren't a good solo class, we are probably the most efficient solo class as the game currently stands but those solo abilities are what translate into a fantastic groupmate as well. It's not like "certain other games" where the long duration DoT's of necromancers made them a detriment to a groups damage. Here, we have some of the fastest cast times and most consistant damage with the best control of hate of the mages... this makes us pretty close to ideal in all playstyles.
Q. Is the necromancer a fun class to play?
A. I've always enjoyed the class and since the combat revamp, I've come to enjoy it even more. There's no way of really telling how much you'll enjoy it, pet classes in this game are quite a bit different than that "other" game so give it a try. You'll know by level 16 or so if a pet class is right for you. Just remember that necro's aren't big nukers like the sorcerers, we cast lots of fast DoT's and use lots of dumbfire pets and spend an inordinate amount of time juggling our health. See what you think, it's a great class that has only gotten better the more the game's matured.
Q. Can I become a necromancer in Qeynos?
A. Nope, necromancer is only available to residents of Freeport. You cannot become a necro then betray to Qeynos either since the betrayal quest locks your character at level 17 'til you complete it and you can't start the necromancer subclass quest 'til level 18.
Q. What should I be spending most of my money on? Spells, equipment or a combination?
A. Spend every penny you can on upgrading your spells, the ones you use anyways. For necro's (and any mage really) our effectiveness is completely tied to our spells (especially pets, pet buffs and swarm spells). If you have to decide between upgrading your boots or upgrading a spell, the spell wins every time. I'm not saying save all your money for spells only... if you find a jeweler grinding out rings and things, pick them up; just don't concern yourself with keeping all your equipment "new". Don't be afraid to let your equipment /con grey, our AC gains really don't mean alot anyways... our spell power > all.
Q. What stats should I be looking for in my armor upgrades?
A. This can be subjective... my belief is that the desireability order is intelligence > power > stamina > health > resists. If you find an item that is very grey to you but has unbeatable int, use that item instead of the item with high AC but no int or power on it.
Q. What race makes the best necromancer?
A. There really isn't a best race when all is said and done... however there are some that give some nice advantages for a mage class. If you remember we actually have three main stats; intelligence primary, stamina secondary, agility tertiary. You can look at the bonuses each race gives through traits and plan accordingly. The benefits are pretty slight so by no means base your character on those traits alone, go with the race you think you'll have the most fun with. Racial traits can be found at http://eq2.primagames.com/pdfs/traits.pdf and should give you a pretty good idea of what the different races can give in regards to special racial advantages... it's not exactly "right" as far as use timers etc. but it is a good guideline.
Q. Aren't Sorcerers better at damage then us? Why should I choose a second-rate DPS'er?
A. Sometimes, the term "best DPS" gets thrown around with little basis in fact. Sorcerers (and predators) can out damage us sometimes, not all the time. In fights lasting longer then 30 seconds, necromancers start pulling ahead of the pack in regards to top damage output; every second after 30 pushes us further up the DPS chain since most classes cannot keep up with our power regen capabilities. This leads us to the difference between burst and sustained damage.
Q. What's the difference between burst and sustained DPS classes?
A. Necromancers (and conjurers/rogues) are a sustained DPS class, Sorcerers and predators are burst damage classes. Burst damage attacks are high damage long recast attacks, those big booms that wizards get. Sustained damage is steady, reliable damage that just keeps adding up the longer you go. A good example of sustained damage is the DoT, a whole bunch of DoT's stacked together and allowed to run their full course are perfect examples of why necromancers are great in the long fight... our damage is sustained with very little variation and why you will generally see your DPS as always around the same number.
A really nice thing about our style of damage is we aren't horribly effected by resists to our spells... if one of them is resisted, not that big a deal since we've got other stuff running on the mob and we generally have short recast timers (the ghastly stench line being the exception). A burst class misses their big hit and they have to wait a while before they can try to do that damage again, meanwhile our slow steady damage has been ticking the whole time.
I'd recommend to anyone to download one of the various combat parsers to see how to maximize your damage output... and to prove that we are a high damage DPS class. You don't see the big booms with a necro but the proof is in the pudding at the end of a play session. In a short fight we can't even touch a sorcerer or predator, give us 30 seconds and we move quickly to the top of the heap.
A necromancer will do alot more damage without drawing the agro than most classes but if any of those pets dies we are in deep poop.