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Old Apr 25, 2005, 10:02 PM // 22:02   #1
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Default Necromancer as a secondary skill

It's seems an over consensus ranks the Necro as a bad primary, but a very worthwhile secondary. So, tell us your thoughts, what necro secondaries fit well with the other class combinations in the game, and what are your favorite combo's?
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Old Apr 25, 2005, 10:05 PM // 22:05   #2
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Curses 4 and Rend enchantments ummmm thats it.
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Old Apr 25, 2005, 10:09 PM // 22:09   #3
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Shadow of Fear, Enfeebling Blood against Warriors.
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Old Apr 25, 2005, 10:18 PM // 22:18   #4
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I like necros they are very useful with warrior primary.
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Old Apr 26, 2005, 12:35 AM // 00:35   #5
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Well, here's the list of usual suspects that I look at when making builds:

Rend Enchantments. Punches through heavy defenses on key targets - great for finishing off Monks, and absolutely vital for knocking off a well defened Ghostly Hero. Plus it works about as well as it ever will at 4 Curses. You probably want one, and maybe even two copies of this somewhere on a team.

Shadow of Fear / Enfeebling Blood. This is the Necromancer standard in Warrior train hate - both hit everyone in an AoE, and between the two of them you're looking at something like 66-75% damage reduction. Both are reasonably spammable, shut down multiple targets, and require a comprehensive hex + condition removal plan to remove. Then you put it right back up.

Plague Touch. I like this guy more than I should on Warrior/Necros - it's a quick solution to blind and weakness, and at the price it's worth sending over just about any condition you get hit with. Now if only it weren't such a pain to get rid of cripple with this.

Blood is Power. Getting changed to a flat percentage hurt it, but so what? It's still Blood is ******* Power. If you've got a non-Monk with a free elite slot that can afford 8 Blood, run this guy. The cost is steep, but when the crunch comes it's a safety net that'll keep your Monks running indefinitely.

Offering of Blood. If all you want is energy self-management, this is probably the best skill available. Even at a relatively modest 7 Blood it's good for 36 energy per minute, and it casts almost instantly so you don't skip a beat. The blood cost is trivial. This is quickly becoming the energy management tool of choice for Monks - overlook it at your own risk.

Demonic Flesh. The duration on this guy is just lovely - it'll last for the important parts of a fight if it isn't removed. 5 energy for a 150 HP buffer? Can't argue with that on a key target.

Well of Blood. I might like this skill more than in warranted, but in the Hall of Heroes and other maps with fixed objective points the Well is solid, kicking out a ton of healing over its lifetime. Denying corpses to the enemy is always a bonus, too. I wouldn't be investing in Blood solely for this skill, but if you're after BiP or Offering of Blood, give this guy a good hard look for your Tombs runs.


There are a bunch of other skills that I consider as well, from Vampiric Gaze to Enfeeble to Order of the Vampire. It simply comes down to party needs and what you have room for.

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Old Apr 26, 2005, 12:44 AM // 00:44   #6
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Ensign, I've got a question I just thought about, I never got a chance to play with this skill at all, but for a moonk necro, what about Necrotic Traversal. Is the range on that spell good enough for a quick teleport in, rez, and teleport out of harms way?
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Old Apr 26, 2005, 01:18 AM // 01:18   #7
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IMO it just delays the inevitable.
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Old Apr 26, 2005, 02:13 AM // 02:13   #8
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Quote:
Originally Posted by Jackell
Ensign, I've got a question I just thought about, I never got a chance to play with this skill at all, but for a moonk necro, what about Necrotic Traversal. Is the range on that spell good enough for a quick teleport in, rez, and teleport out of harms way?
That skill is currently not very good at the moment in most team builds. However, the skill does have some amazing hidden potential for ganking purposes.
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Old Apr 26, 2005, 08:12 AM // 08:12   #9
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Quote:
Originally Posted by Ensign
Rend Enchantments. Punches through heavy defenses on key targets - great for finishing off Monks, and absolutely vital for knocking off a well defened Ghostly Hero. Plus it works about as well as it ever will at 4 Curses. You probably want one, and maybe even two copies of this somewhere on a team.
I totally agree. I do agree aswell on Enfeeble can help your build, depending on combo.
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Old Apr 26, 2005, 12:12 PM // 12:12   #10
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Quote:
Originally Posted by Jackell
It's seems an over consensus ranks the Necro as a bad primary, but a very worthwhile secondary.
Considering this is what was said about the Ranger last year, I hold out hope for the Necro to be tweeked to the point it makes an acceptable primary.
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