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Old Jul 14, 2005, 06:07 AM // 06:07   #1
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Default What's the most damage a spiker necro can do?

How much damage can a necro do in a matter of seconds?
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Old Jul 14, 2005, 06:12 AM // 06:12   #2
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...........*brain dead*

(I was going to leave it at that...but...nah.)

Alright what you're asking here is for some insane math that I don't have the time for, what exactly are you asking? Do you have any idea the magnitude of this question? It depends on loads of things, the secondary of the necro, his attributes, which 8...out of the hundreds of skills available...he/she chooses to use. I mean holy crap, I don't think we can answer that.

If you're talking JUST necro skills...well I don't know the answer to that.

But I mean hell, any necro can whip out some weapons with +15 energy as a bonus, and the tats giving them like 70+ energy, and then if their secondary was elementalist they could put out loads of damage that way. If you're not talking about DoT spells like life transfer or any of that...have you even tried it yourself? There's a skill section that tells you the damage everything does.

My N/Me pulls off some DoT, feast of corruption twice in a row (using arcane echo...or whatever), then you could spam dark pact a whole bunch, shadow strike...hell there's loads of things.
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Old Jul 14, 2005, 06:17 AM // 06:17   #3
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Probably life transfer + some direct damage blood + death magic skills. Just look up which ones do the most damage and add them all up.
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Old Jul 14, 2005, 06:25 AM // 06:25   #4
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Here is my Blood Necro/Elementalist build. She is an attack necro (vampire) and can temporarily sit on the front lines if a Warrior needs to pull back to rest.

485 Health and 57 Energy.

Blood Magic = 16
Soul Reaping = 7
Fire Magic = 10

Vampiric Gaze
Vampiric Touch
Shadow Strike
Unholy Feast
Grenth's Balance (elite)
Awaken the Blood (prep)

Fire Storm
Flare

Awaken the Blood gives me a level 18 Blood Magic! Shadow Strike does 110 points damage, Vampiric Gaze does 68 of life steal, Vampiric Touch 86 life steal, Unholy Feast 46 life steal (from all adjacent targets)

This is 310 points in about 5 seconds.

For team play, I swap Vampiric Touch and Unholy Feast with Mark of Subversion and Strip Enchantments.

For a attack or spiking necro, AVOID ALL SACRIFICE SPELLS. You need your health.




This is a reply i took from a diff thread the member's name was Carinae Dragonblood
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Old Jul 14, 2005, 08:05 AM // 08:05   #5
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I've got a stronger one, though it depends on some steely nerves and can't be used very often at all due to recharge times.

Start with Demonic Flesh. Don't get yourself healed. Get the person you want to hit very close to you, but attack someone else. Try to get someone to attack you; you want low health. Then Grenth's Balance -> Vampiric Touch -> Vampiric Gaze.

It takes 45 mana to pull off the three skill chain there, but if you have 16 Blood and say 10 Death, and you wait till you have 100HP left, it should do very close to 400 damage in about 4 seconds, and at least come close to refilling your own health.

Last edited by Rajamic; Jul 14, 2005 at 08:06 AM // 08:06.. Reason: Typo
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Old Jul 14, 2005, 08:31 AM // 08:31   #6
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I like that how about you start with Aweken the blood That gives you 18 blood! then demonic flesh then end the combo with a couple of dark pact's
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Old Jul 14, 2005, 09:20 AM // 09:20   #7
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-Assuming 18 blood, 18 curses, and 16 death magic for calculations, even though you can only have 1 at the numbers listed above, and only 2 actually maxed out in attribute points-

There's Arcane Echo+Feast of Corruption for 280 damage over 2.75 seconds.
(Starting from the moment the first cast of FoC hits to the moment the second cast hits. Obviously, with preparations, it takes longer in total, but the damage spike itself only takes place over those 2.75 seconds. Bear in mind that this damage is AoE as well. 101 damage per second over those 2.75 seconds.

Dark Aura can easily hit for over 100+ damage to a single target per sacrafice, in addition to ~50 to any other nearby targets. Some use Aura of the Lich with it for health maintainence, others prefer Offering of Blood to let them keep at it longer while also triggering Dark Aura again. ~60 DPS

Grenth's Balance has been fixed to not damage any more than what you get healed, so now you have to be hurt first. Other than that, it's still capable of doing quite a bit of damage given the chance. Even if nobody will attack you, sacrafices give controlled damage.

One trick ponies and PbAoE sacrafices aside (Which can be very hard to accomplish in practice. Often, you'll find yourself unable to hit your target because they'll realize they need to move to avoid Dark Aura.), you would probably do best with a combination of blood direct damage and degeneration.

Life Siphon + Faintheartedness for 6 degeneration (12 DPS).
Dark Pact for 55 damage, Vampiric Gaze for 69 damage, Touch of Agony for 65, Vampiric Touch for 83 damage. Assuming you cycle through them, without taking into account limited energy, you'd get ~50 DPS. Throw a Shadow Strike in there for the first hit for 112 damage, and you've got ~55 DPS instead. I'd say Life Transfer instead of one of the other degens, but most likely the elite slot is going to be taken by Offering of Blood. Were that the case though, you would up the listed DPS's by 8.

Might have missed a better combo, but as it were, I'm rather drowsy.
In conclusion, for a single hit highly conditional skill (You have to be hurt and have the opponent have more health, at least 280 more current health than you to carry the first slot. This condition is easily met by most boss NPC's), Grenth's Balance has the highest damage potential period out of all skills.
Aside from that, I believe Feast of Corruption deals the most damage in a single hit, and it's not very conditional. Hexxing an opponent is easily accomplished. If you include the AoE effect, Feast of Corruption can deal massive damage to a large clustered group, and spells like Shadow of Fear make it easy to mass hex them.
Dark Aura necros follow up next, and also place the highest DPS that can be used consistently over a time period, but the condition is rather restricting: If your opponent is out of range of the Dark Aura effect, you lose about half of the damage. If they're not, then you also deal an additional AoE effect.
Giving up on the Dark Aura aspect is costly for DPS, but the damage is more reliable. Most people won't care to remove low degeneration hexes, and the sacrafice damages and life steals reliably ignore armor. Even if your target moves out of range, if you could ever touch them in the first place, it's fine. Dark Aura has the issue that you might touch them, and during the 1 second cast, they may have moved away from where you touched them at.
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Old Jul 14, 2005, 10:06 AM // 10:06   #8
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Thank You, I made a great skill combo With what you said. Thx Alot mercury angel =)
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