Necro speccing Guide

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Necromancer Guide
by Joshua


NOTE: This is from the view of an Inconnu Necromancer. Comparing it to the other races available (Briton, Saracen), the main difference is 10 Intelligence. For that little difference, I would suggest picking one race you like, and going from there.

STARTING STATS
As an Inconnu, I added 10 points into Intelligence, 10 Dexterity, and 10 Constitution. As of yet, I have found no reason to have a high quickness, due to the fact most of your spells run through your pet anyway. Also, I have found that any other stat other than Intelligence is mostly an optional add to. As a shade, none of the physical stats really matter, due to the fact your pet will do everything for you.

STARTING OFF
As an Inconnu, you will start in Caer Gothwaite. Your trainer (Disciple) will be standing in front of you. Talk to her, and ready your spells (which, at this point, is summon zombie and a life drain). Although you start with the Death Servant line, you are unable to train in it until 5th, when you become a Necromancer. Painworking is unavailable as a spell line until 5th, although you can train in it before 5th.

HUNTING GROUNDS
For levels 1-5, the area just outside the Caer and the town (Goth-Harbor) are the best places for you to find not only creatures to hunt, but also armor and weapon drops, plus some low level magic items. If you are lucky, you will find some decent cloth magic drops that will suit you up to level 5 or 6 (see note below though). As you reach past 5th level, by exploring just a bit further, you will find plenty of hunting grounds just outside of your starting grounds. As of yet, I have to find many aggressives, and those are easy to avoid if you look around before running. Of course, if you feel safer in the Old World, you can take the portal that exists within Goth-Harbor, and come out in Avalon Marsh. The hunting area here is also lush, and not very crowded. Over all, its personal preference.

SPECIALIZING (or HOW TO SPEND YOUR POINTS)
First, something you need to realize is what you plan for your pet. You can go many ways, or a mix of them. The basic ways are: The Melee Monster, The Casting Monster, the Debuffer/Replenisher Monster. To be the basic, you drop all your skill points into one line (Deathservant for Combat, Deathsight for Casting, Painwork for Debuffing). Those are generals tho, each line does have some ability to do the other, but certain lines are better. A hybrid pet is one that uses spells from 2 of the 3 lines, giving the Necromancer more flexibility for a group and solo role. For example, I chose to split my points between Death Servant and Death Sight. This gives my pet a good ability to do damage with the Lifetaps, Drain Power, Transfer Power, and have some melee ability. This makes for a group friendly Necromancer, but also gives a class that doesnt depend on a group to do hunting. If you want one of these types, pick 2 of your 3 spell lines, and put 2/3 points into each one.

A WORD ABOUT YOUR SPELLS
The Necromancer and his spells are rather odd. Unlike any other caster, the Necromancer must have a pet active in order to cast anything. Basically, a Necro without a pet is just another body in the way. There are two specific types of spells, however.
One: Pet cast. This spells are the ones that the pet casts itself. Normal casting time is used. You will see the pet casting the spell, and it will tell
you the effect of such. Examples are the heavy lifedrain, the power drain, the power transfer, and some of the debuffs.
Two: Caster cast. These spells have you (the caster) actually cast the spell. It is then cast by your pet as an instant cast when it is able to act next. Examples of these are the Direct damage, the smaller lifedrain, and some pet buffs. Usually, but not always, most of these spells are also Point blank, meaning the pet must be within a certain range of the target in order to cast it.

Now, it is possible to have your pet casting a spell, start casting a spell of your own, and also queue up another spell for the pet to cast (Example: Heavy lifedrain, queue up Heavy Lifedrain again, and start casting the pet shield) and also queue up another spell for you (the caster) to cast (such as adding the regen spell on to the last example). Keeping all this in mind, we go on to tactics.

TACTICS
Solo: Buff pet, use pet to pull (either the Lifedrain or Power drain, if you have it). {NOTE: Unlike other casting pets, you must either have the pet continue casting spells until in melee, or it will run to meet the mob head on. This will cause problems when pulling social creatures. However, I have found that if done right, you can take 2 yellows at once without much loss.} Using the above examples for spellcasting, have your pet cast 2 long range spells, and start casting the damage shield (if you specced points into Death Servant) and regen. If done right, your pet will finish the second spell and the mob will be within melee range, and then the damage shield and regen will come up at about the same time. At this point you can start using the PB Direct damage spell and the PB Lifedrain for added effect. If you specced like I did, then you can go into your next fight by finding a blue or green, and having your pet cast the Power Drain until in melee, and then let it beat down the mob.

Group: Group tactics vary from group to group, and the Necro has to decide in what capacity is he going to act. As a Melee Monster, you have no choice but to wade in when the mob comes, and just fight. As the Caster Monster, your best bet is to just throw spells at it, and if the mob aggroes your pet, just let the pet swing away. The Debuff Monster should know the job already. If you are running a hybrid like I am, then you need to find out what hole your group has. The only thing you cant do is heal others, but this should be those non-believers-called-Clerics jobs anyway. Most times, my pet acts as a second tank or a power battery for the casters. It is rare your pet will out-aggro any melee fighter, even rogues. They don't rightly hit hard enough, and the spells don't cause much in the way of aggro. If your tank is being beat on al ot, your best bet is to unleash with some heavy damage spells and pray you drop the mob before it drops the tank.

ARMOR AND WEAPONS
Ok, here is the part where being brutally honest pays off. You do NOT need armor as a Necromancer. It in no way effects your Pets Armor class (at least, nothing has been proven), and since you cannot be attacked as a shade, is rather useless. The only time you may need it is when you are surprised and don't have a pet up (and tell me when that would be?) or when your pet has died, and you need to run. However, when your pet dies, you are no longer a shade, and have approx 10% of your hit points left. If you were hunting solo, best to sprint and pray you run faster than the mob (Oh, by the way, did I mention you are at half your speed at 10% of your hits?). If you are part of a group, you might get lucky and the tank may have built up more aggro than you, giving you the needed 20 seconds to recall your pet into being. The only thing the armor truly does for you is add bonuses if its magical or spellcrafted. The only weapons you should wield are those staves which help you with your Skills or Focuses. Anything else would be foolish, and rather useless.

 

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Last modified: 02/16/07
 

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