Necros and their role...

Minerios

Dalayan Adventurer
Hello everybody,

I'm just wondering a few things about necros.

I suppose they fall in the "DPS" category when putting a group/raid together. But what of their other abilities? I know they have some weak type of healing (some sort of hp transfer, if I understand it right), but how strong is it? Say, compared to other classes like Paladins, Rangers, Beastlords... And what about their mez? I'm not even sure if they can mez living targets, but when undeads are concerned, how do they compare to Bard and Enchanters? Good enough to handle most group situations, or never better than back up and emergency CC?

Thanks!

ETA: Hoping this won't degenerate in a "Necros suck" or similar thread... I apologize in advance if it does.
 
Hello everybody,

I'm just wondering a few things about necros.

I suppose they fall in the "DPS" category when putting a group/raid together. But what of their other abilities? I know they have some weak type of healing (some sort of hp transfer, if I understand it right), but how strong is it? Say, compared to other classes like Paladins, Rangers, Beastlords... And what about their mez? I'm not even sure if they can mez living targets, but when undeads are concerned, how do they compare to Bard and Enchanters? Good enough to handle most group situations, or never better than back up and emergency CC?

Thanks!

ETA: Hoping this won't degenerate in a "Necros suck" or similar thread... I apologize in advance if it does.

Hands down one of the best soloing classes, Dps on a single target in the raidgame is comparable to and even outstrips a wizard by quite a bit on long fights. Their mez is sufficiently decent once you get that cha up a bit, can handle most group situations with it if you have a good necro. Their pet is comparable to the mage relic pet, trading the magepet proc for a relatively decent lifetap onto your group.
 
Necros are a DPS class with some utility. Their lifeflow is actually not THAT bad, can prob outheal a ranger w/o Heal Inc but gotta tap it back.

Other then that you have a pretty decent mezz, should be suffice for most group situations (I can only think of a handful places where Luas won't be enough). Can save a wipe with FD + rez (costs a ruby) and split to a certain degree (nowhere close to SK's or monks, squishy).



If you put a raid together you want their DPS (esp. on long fights, Hi2you Festering), in a group you want a mixture of their DPS and their utility. Also note that their DPS goes down DRASTICALLY the shorter a fight is.
 
Necromancers are a DPS class with ALOT of utility.

They shine in duration DPS and are able to crank out quite a bit of damage over long term fights, they do lack a little in short lasting fights when compared to Wizards but not that much (Early on, in the end game it's a pretty wild difference). Their dots are able to crit from level 1 onward (but their DD's won't until AAs). They have a decent pet and decent lifetaps that heal the pet so they are able to keep some sustained pet DPS on a mob.

As for their utility they have a number of things going for them, the most important is probably DoT weakening, which is GREAT in the earlier game. DoT weakening is outlined as this:
Essentially, weakening effect works by adding up all the damage done to a mob by DoTs in a single tick. For the remainder of that tick, the mob directly deals less damage in melee based on how much DoT damage it is taking in proportion to its HP.

This effect is intended to add a bit more viability for DoTs in the raid game, as even a percent or two of reduction is a lot on a top end raid mob, but it will also be beneficial in the EXP game and on lower levels, especially since DoTs can shave off quite a few percent of a mob's HP every tick.

The max impact of DoTs are 10% direct melee damage reduction.
The benefits of this should be obvious, and it provides a nice incentive to have a necromancer along in a group or raid.

Additionally Necromancers have the BEST mana regen in the game with their Lich line of spells, you are able to go over the spell FT cap with it, it's very useful in the end game and extremely useful early on, it lets you keep damaging the mob longer than most other casters at your level. Necromancers also have the ability to mez things, it's not that great early on, but in the 60's you get some Mez spells and can keep up to a level 64 mob mezzed decently. Necromancers also get a Scent of XXX debuff line that lowers the FR DR PR of mobs and is pretty useful, along with a few debuffs that make soloing and grouping good (Stat and AC taps). They can also fear and snare from a fairly early level, which makes soloing have a little bit of flavor to it. Their best raid-based utility though is probably the necromancers ability to recover a raid wipe, as long as they have a ruby and FD a necromancer is able to speed up a raids recovery from a wipe by quite a bit.
 
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Enough to do 10% of the mobs health in a single tick? You can also factor in Shaman, SK, and Druid DoTs, any DoTs weaken the mob.
 
We are also mana batteries. Owait,

More seriously the target healing power of the necro is completely ignorable,overall base heal will be better than a BST/RNG chloroblast, but guaranteed you won't crit on it before having an eternal charm. And as Luas says heal is at the cost of your HP - and a buffslot on the necro + the healed person (btw would be fair to make this a bard song slot :( )
They can lifetap for the whole group but uh, the 60 spell Zevfeer overwrites so many stuffs + takes a very expensive buffslot, so basically it's also close to ignorable.
It's basically as they say a strong DPS class that does slow but sure dmg , high survivability and raid recovery ability, and the abilities Temellin talks about (all not great but all help a bit)
 
How did we all forget Mind Wrack?

Mana tap, hits the entire group, has a medicore recast but that thing can make or break a long fight vs. mobs with mana. It's pure $$ on certain fights.
 
My experience Grouping with Necros shows that there is a definite line drawn on how and by which way we act in a group. This generally depends on the *overall* damage output of the group.

When the group is full (5-6 members) and laying mobs out in less then a minute there is really no point dotting primary targets. What I would suggest is throwing your pet on the main mob (i use the macro: /assist *main tank's name* [next line, insert:] /pet attack). Now, if there are adds, i suggest throwing dots on any of them, but not the main mob. Then focus back on the main mob by using some direct damage. By the time the main tank moves to the next mob your dots will have significantly reduced the its HP (helpful!). Also you can reduce down time by feeding the tanks your HP, thereafter replenishing it with Lifetap spells.

Now if your are in a smaller group (2-4 members), you will find the necro really shine. Throw on the dots and watch the mobs fall. Plus with the pet, we can divert mobs off the tank (or if there is no tank, then the pet can service as one). Keep an eye on your pets HP, as it will probably receive a beating, especially if there is no main tank. At level 24 you get a minor memorize, this can be useful as well.
 
Really? I make a point to DOT everything, especially if there is a mezzer around :V
(It's cool for the lower end, but once you get up there and need alot of CC it's not that great of a thing to do)
 
Searched for this but couldn't find an answer and doesn't deserve its own thread:

The General Information post in the ToK forum says that the mana regen from spells caps at 30. Does this mean that Master of Death is useless? If not, then what does this mean?
 
Searched for this but couldn't find an answer and doesn't deserve its own thread:

The General Information post in the ToK forum says that the mana regen from spells caps at 30. Does this mean that Master of Death is useless? If not, then what does this mean?

Lich line is exempt from all caps.
 
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