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Necromancer
Skills - by LemmingofGlory
Quick
List
IMO, these are the skills to get... and those that you
don't need to get.
Unnecessary
Dim Vision, Weaken, Terror, Life Tap, Confuse, Attract,
Decrepify, Lower Resist, Bone Armor, Poison Dagger, Bone Wall, Poison
Explosion, Bone Prison,
Poison Nova, Fire Golem, Skeleton Mastery
Necessary
to non-cripples
-Slvl 1: Amp, Clay Golem, Blood Golem, Teeth, Raise Skeleton, Bone
Spear
-YMMVary (at least slvl 1): Iron Maiden, Corpse Explosion,
Bone Spirit, Golem Mastery, Summon Resist, Iron Golm, Skeleton Mage, Revive
Stats
Strength: Pump to wear heavier stuff
Dex: Pump only if you'll be using daggers
Energy: Focus attention here
Vit: Good place for stats once you reach a mana orb that
tends not to run dry
As to
why I chose these skills, that's what's below. Comments are geared toward
a mostly-useful character (for all difficulties), not a crippled variant
(such as GreenCloud).
Curses
Clvl 1...
- Amplify Damage: Doubles phsyical damage. Helpful on Stone
Skin enemies, to double minion/melee /bow/java partner damage, 2x thorns
damage,
possibly works on BHammer, and doubles half of CE's damage. IMO, a 1 point
skill but a rather useful one. (Works on all enemies/players.)
Clvl
6...
- Dim Vision: Makes monsters lose their sight for a time.
Downside is that if you walk too close to a monster it can still see you.
Also, a monster
does not suddenly stop when it's DV'd, so it can still chase you for a
little bit. IMO, not essential, but it could be fun. (Works on non-bosses/non-OKs
only.)
- Weaken
(Amp req'd): Weakens monster damage by 33%. IMO, not extremely useful.
Amp is much nicer. 1 point skill if you choose to get Terror, Decrepify,
or Lower Resist. (Works on all enemies/players.)
Clvl
12...
- Iron Maiden (Amp req'd): Absurdly powerful spell that
does damage back to attacker. Great with minions, melee partners, and
converted
enemies. IMO, YMMVary but this is a must-get. (Works on all enemies/players.)
- Terror
(Amp & Weaken req'd): Sends monster fleeing. IMO, a 1 pointer useful
for saving your party if you want to go that route. To a much
lesser extent, yourself (lag makes saving self difficult). (Works on non-bosses/non-OKs
only.)
Clvl
18...
- Confuse (DV req'd): Makes monsters randomly attack targets. Useful
to stop a mob, but not always. IMO, not essential, and it's kinda
hard to use. My experience
with it is rather limited, however. (Works on non-bosses/non-OKs only.)
- Life
Tap (Amp & IM req'd): Phys melee damage gets +50% life steal when
used on a cursed enemy. IMO, a good 1 pointer if you're going
to be gaming with lots of melee characters. Not so great, IMO, for helping
minions stay healthy- they kill faster with IM. (Works on
all enemies/players, I believe.)
Clvl
24...
- Attract (DV & Confuse req'd): Makes monsters attack
a particular monster, and that monster attacks them in kind. Downside
is the monster
can still attack YOU, if you're close enough. Also kinda expensive. IMO,
not essential, but it could be helpful. IMO, to make best
use of this you need a few points here. (I don't think this can be cast
on non-bosses/OKs but they can attack and be attacked by
Attracted enemies.)
- Decrepify
(Amp, IM, LT, Weaken, Terror req'd): Slows enemy and Amps them. Downside
is it has an extremely short duration and, IMO, needs
a LOT of points it you ever hope for it to have any semblance of usefulness.
IMO, not great. Amp's better for getting 2x dmg, and
Terror or Attract is better if you want to get a monster off your case.
(Works on all enemies/players.)
Clvl
30...
- Lower Resist (Amp, IM, LT, Wken, Trr, Dec): Lowers an
enemy's resistance; can lower it below 0. Good duration, and a parting
Sorceress would like.
IIRC, it won't increase damage done by something like Bone Spirit. IMO,
useful to Poison Necs and Necs that play coop
with Sorcies. (Works on all enemies/players.)
Poison & Bone
Clvl 1...
- Teeth: 1 magic missile +1 per lvl. A half-decent early
spell; better than punching things. Downside is that, like multishot,
only 1 tooth per
cast can hit a single target. IMO, 1 pointer.
- Bone
Armor: You gain 3 bone satellites that absorb (IIRC) physical damage.
10 hps +10 per slvl. Good news is that damage absorbed does
not make you do hit recovery. Bad news is that it only absorbs physical
damage. IMO, not a great skill. When I use it I always forget
it's on and it often falls off. A 1 pointer if you want BWall/Prison.
Clvl
6...
- Poison Dagger: Adds AR% and Poison damage to your attack if you
use a dagger. IMO, a dangerous skill. Charis could provide more
commentary.
- Corpse
Explosion (Teeth req'd): Blows up a corpse doing half phys and half fire
damage in a radius around it. Downside is that it has small
radius to start with and will most likely *need* more points to be useful,
and phys/fire dmg can be resisted. (Itchies are nasty! Amp
helps CE a lot vs them.) Upside is that since it does phys dmg it can
stun things, and it can be upped by Amp or Lower Res. IMO, my
sp nec loves it and I'd heartily recommend it for certain play styles
(one where you have a surplus of skills to allocate to CE). But in
mutli they stopped
it from scaling with monster hps so CE's dmg (I think) should be that
of the monster hps in single player. My experience
with it in multi is that you'll need a bunch of corpses, amp, and a good
radius for it to make a difference in game play - otherwise
it's just like wasting bodies.
Clvl
12...
- Bone Wall (Bone Armor req'd): A wall of bone that can
be summoned anywhere. Upside is that it scales up in hps heavily in higher
difficulties and that
monsters that are IM'd and attack it will take IM damage. Friends can
also steal mana/life from them, but you can't curse
them so you can't LT a bone wall section for your friends to drink heartily
from. Downside is that I'm told monsters killed by IM/BWall
don't give you exp. Also, too many BWalls can lower FPS terribly- as bad
as a fire sorcie! BWall can clog up areas. Strafezons will
attack BWall pieces, thus making possible strafelock. Finally, hps in
normal don't last long- nor does duration, IIRC. IMO, it's a style, but
I haven't tried it myself.
Clvl
18...
- Poison Explosion (PDagger, Teeth, CE req'd): Blows up
a corpse and emits a poison cloud much like that of a throwing potion.
Dmg sucks.
IMO, this skill isn't great. It's mostly for looks. It could stop regen
if something happened to be over a body, but duration is very short
at slvl 1 and I would not recommend more points. IMO, only reason to get
this is to get Poison Nova.
- Bone
Spear (Teeth, CE req'd): A piercing missle attack. ,
a fun skill but made obselete by Bone Spirit.
Clvl
24...
- Bone Prison (Teeth, CE, BSpear, BArmor, BWall req'd): Creates a
wall of bone around an enemy (or another BPrison/Wall piece). The
upsides are the same
as Bwall, but one more is that it can entrap an enemy. The downsides are
also the same but Bprison has a few more... You can entrap melee partners
if they're near a monster you imprison. Bprison cannot be cast except
on an enemy or another prison/wall piece. IMO, it's a style that can annoy
others... a lot.
Clvl
30...
- Bone Spirit (Teeth, CE, BSpear req'd): A missile that
seeks a particular target, ignoring all else in its path. If no target
is given, it finds one
on its own. Upsides, lot of dmg, dmg goes up well with pts, and it's worth
maxing. Downsides is that it's steep in cost (23 mana at slvl
20, IIRC). IMO, a great spell to get.
- Poison
Nova (PDagger, PE, Teeth, CE req'd): A circle of poison expands from the
necromancer. Upsides is that it stops regen (but not healing) and has
twice the duration as PE. Doesn't go up in cost. Downside is that dmg
isn't great for a lvl 30 skill, especially since lots of
things resist poison- unlike BSpirit. Lower Res could compliment it nicely,
however. Dmg per lvl remains very much static as both dmg and duration
go up so that avg dmg is pretty much the same (varies no more than +-1
dmg per second, I believe- and that's a high estimate). IMO, if you want
to stop monster regen buy throwing potions. They're cheaper and don't
require 5 skill points. If you want to kill stuff with this... talk to
Charis.
Summoning
First, IIRC Jarulf or someone said minions take like 10x
dmg from Act Bosses. Seems right from what I've seen.
Clvl
1...
- Raise Skeleton: Turn a body into a companion. Skeletons
melee for you. Skeletons die quickly. I find that later on you're raising
skeletons as fast as
they're dying. IMO, don't invest heavily. 1 point will do you. If you're
absolutely desperate, get a +skeleton wand; it's
better than wasting skills.
- Skeleton
Mastery (Raise Skeleton req'd): Skeletons get hps and dmg, Magi get dmg,
Revives get hps and dmg. IMO (investing for Skeletons)
heavy investment here is like heavy investment into Raise Skeleton. IMO
(investing for Magi) heavy investment here may be fun, at least in Normal.
IMO (revives) talk to someone else, sorry. I've never used revives, although
I hear they usually run out because
of the time duration before they run out because of lack of hps and the
+dmg% is laughable unless you're not using IM.
Clvl
6...
- Clay Golem: Summon a cheap, beefy minion. Clay Golem is great early
on. He even has some uses later, like "feeding" en masse to IM'd
act bosses (Mephy).
Another use is for taking out shamans quickly. Clay/Blood/Fire Golems
can recast anywhere, so just cast them next
to a Shaman and IM him. Soon he'll be dead, and his minions won't be res'd
anymore. IMO, 1 point will do you fine. Clay Golem + Amp
will last you until you get IM.
Clvl
12...
- Golem Mastery (Clay Golem req'd): Makes Golem faster
(slvl 20+ can keep up with a Nec in fastest run boots) and beefier. Upside
is a beefier
golem, which can take more dmg. Downside is that too many points may be
a heavy opportunity cost. IMO, my Nec used golem as
his only summoning spell, and it worked out fine. Without having to invest
into Revive, he had plenty of points to dump into CE,
- BSpirit,
and Golem Mastery. As for other Necs, pts in Golem Mastery YMMVary. Remember,
however, that Golem's hps scale up in multiplayer.
- Skeleton
Magi (Raise Skeleton req'd): Summons puny hp, but decent dmg skeleton
mages. IMO, they're fun, but hps are terrible. Dunno how
viable a Mage Mob is in multiplayer or in higher difficulties.
Clvl
18...
- Blood Golem (Clay Golem req'd): Golem has a hp link with
the Nec. If it steals life, you and it gain life. If it dies, you take
damage. IMO, recently
nerfed makes this not-so-useful. I loved it vs Dury- made him less painful-
but apparently Blood Golem is now just a beefier guy
to replace Clay Golem.
Clvl
24...
- Summon Resist (Clay Golem & Golem Mastery req'd):
Gives resistance to your minions. (I wonder if it helps Mercs, too.) Upside
is that your
minions will resist stuff. Downside is that Fire Golem steals life for
itself if it takes fire damage. Summon Resist makes it take less
dmg so thus less hps
are stolen. IMO, a few points isn't bad, but it has severe diminishing
returns. Others say it's a 1 point skill, but maybe I just has some points
to blow when my Nec got this. I don't know how big a deal the Fire Golem
thing is, but I don't remember ever thinking "Damn, Golem's low on hps!
I gotta find him some fire wall enemies so he can go heal!"
- Iron
Golem (Clay/Blood Golems req'd): A golem that has built-in thorns (starting
at slvl 2). This is probably the nicest golem now that BG's
nerfed. It's got built-in thorns, so couple that with IM for uberthorns.
Also, it doesn't go up in cost. A downside is that it isn't targetable,
meaning you can't suddenly recast it in a mob if you need to. It *must*
be made from an item, and it must be a metal item.
(Can't make him out of quilted armor, for example. Hmm, I wonder if you
could make him out of a Great Maul...) IMO, Fire Golem looks cooler, but
Iron is probably more useful. :o]
Clvl
30...
- Fire Golem (Clay/Blood/Iron Golems req'd): Spiffy-lookin'
Golem with Holy Fire aura and death explosion. Upside is that it looks
cool and Amp
+ death = 50% more dmg. It's also targetable. :o] Downside is that it's
real expensive, the summon resist thing, and the death explosion
doesn't increase in dmg. IMO, it's my favorite Golem. :o]
- Revive
(Raise Skeleton/Mage & Clay/Blood/Iron Golems req'd): Bring enemies
back from the dead. IMO, I have no comment. I haven't used
Revive. :o] Looks nice tho, except for the steep mana cost per revive
(45), 3 minute life span, micromanagement, and parading the
group of obnoxious revives around town and in dungeons.
[o:
*LEMMING* :o] December
25 2000
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