> Forest of True Sight > Questions & Answers Reload this Page What's the deal with Necromancers?
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Old Aug 24, 2010, 07:56 AM // 07:56   #21
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Oh, I see. You're not actually bringing along a necro to cast it. You're going necro secondary for it?
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Old Aug 24, 2010, 10:08 AM // 10:08   #22
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Oh, I see. You're not actually bringing along a necro to cast it. You're going necro secondary for it?
No, you go N/A generally; put 10 into Deadly Arts and take Assassin's Promise for elite. Then you can use all the long-recharging hexes on every foe you fight. 16 Curses for best results You don't need any other energy management either as you get plenty from AP and SOlS.
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Old Aug 25, 2010, 02:41 AM // 02:41   #23
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Just curious, for people who use mark of pain on hero builds/teams, how well does the hero AI use it?
Terribly. They have no concept of where to place it for maximum effect.

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Also, how do you get around the 20sec cooldown?
You go N/A so you can use AP for your elite. Sadly, heroes stink at using AP as well.
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Old Aug 25, 2010, 05:39 AM // 05:39   #24
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Last question, why N/A instead of A/N?

As far as I understand, the only real difference is soul reaping vs. critical strikes right?

If you have enough energy management without needing soul reaping, wouldn't it be a better idea to get critical strikes? Since you are still dealing melee damage.

Or is it just to get the 16 in curses?
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Old Aug 25, 2010, 06:10 AM // 06:10   #25
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Last question, why N/A instead of A/N?

As far as I understand, the only real difference is soul reaping vs. critical strikes right?

If you have enough energy management without needing soul reaping, wouldn't it be a better idea to get critical strikes? Since you are still dealing melee damage.

Or is it just to get the 16 in curses?
Limitation of attribute points, skill slots and time; cast time and aftercast delay (0.75 seconds) leaves you little time to acctually attack in melee, you don't have enough attribute points to support Critical Strikes and Dagger Mastery to deal an decent amount of damage, and Daggers requires 4+ skills slots to be truely effective.
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Old Aug 25, 2010, 07:17 AM // 07:17   #26
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With AP you can afford (in both time and energy) to cast powerful, long recharge hexes on each foe. Powerful hexes = quick kills. You won't have any meaningful amount of time to attack, and you probably wouldn't want to be in melee anyway. A spear/shield set might be worthwhile to trigger MoP and other physical buffs if you really want to. Also, there's a noticeable difference between 16 and 12 Curses.
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Old Aug 26, 2010, 02:32 AM // 02:32   #27
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Last question, why N/A instead of A/N?

As far as I understand, the only real difference is soul reaping vs. critical strikes right?

If you have enough energy management without needing soul reaping, wouldn't it be a better idea to get critical strikes? Since you are still dealing melee damage.

Or is it just to get the 16 in curses?
1. There's a mile of difference between 16 curses and only 12.

2. You do need the Soul Reaping to run the build at full tilt.
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Old Aug 26, 2010, 05:15 PM // 17:15   #28
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Also, physical casters are a bit meh. Attribute spread just lowers damage overall which you gained from the hex. It's similar to the barrage-splinter scenario. But worse.
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