Toyish Batphone
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate
Posts: 293 Likes: 437
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bayonethipshot
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate
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Post by Toyish Batphone on Oct 30, 2016 18:12:43 GMT
Greetings.
I have been trying to build a Human Necromancer for a Nightmare + Trials playthrough. Unfortunately, I am at a roadblock and require assistance. Here are my prerequisites for this character:-
1) Well versed in multiple types of magical schools. As such, I would like to have my Necromancer be proficient in 2 Elemental Schools as well as the Spirit school (primarily for Barrier and Dispel). What 2 elements should I choose - Fire & Ice or Fire & Lightning or Ice & Lightning ?
2) I plan to play this character the way a pure mage is conventionally played as - Wear robes, use staff and fights from a range. As such, how useful will Ice Mine / Chilling Array be for my character ? Additionally, how useful is Fire Mine / Flaming Array for a ranged Necromancer versus Wall of Fire ?
3) How is the state of Spirit Mark in the game right now ? Previously it was reported to be rubbish - Has that changed or has that remained the same ?
Have a nice day and cheers.
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ProbeAway
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probeaway
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Mass Effect Andromeda
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Post by ProbeAway on Nov 1, 2016 3:11:53 GMT
Hey, just letting you know I posted a reply in your same thread on Fextralife: fextralife.com/forums/t534992/human-necromancer-build-help/?sid=b54c7beedf973d55fc7d20c920aa8cffCan't swear that it's the best build tho. Also have a look at Papacharlie's pyromancer thread in that same subforum. Fire mine is lethal but unless you want to get up close you'll have to factor in the time it takes to activate, which requires a bit of planning. Wall of flame is more for cc than massive damage but it's fun. The new upgrade to spirit mark seems to make it more viable but I have limited experience with it. I guess if you want to be more necromancer-ey then it's a good option.
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Toyish Batphone
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate
Posts: 293 Likes: 437
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Toyish Batphone
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bayonethipshot
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate
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Post by Toyish Batphone on Nov 1, 2016 12:33:47 GMT
I have decided to be a Firestorm Necromancer.
Build Necromancer- 8 (All except Spirit Mark & Haste. Inferno - 8 (All except Flashfire & Immolate upgrade) Winter - 2 (basic Fade Step and Winter Stillness) Storm - 8 (All except Lightning Bolt, Energy Barrage upgrade & Static Charge) Spirit - 6 (Left side of the spell tree)
Spells Horror Walking Bomb Energy Barrage Chain Lightning Static Cage Fire Mine Wall of Fire Barrier & Dispel
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PapaCharlie9
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papacharlie9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
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Post by PapaCharlie9 on Nov 1, 2016 17:07:31 GMT
I have decided to be a Firestorm Necromancer. Build Necromancer- 8 (All except Spirit Mark & Haste. Inferno - 8 (All except Flashfire & Immolate upgrade) Winter - 2 (basic Fade Step and Winter Stillness) Storm - 8 (All except Lightning Bolt, Energy Barrage upgrade & Static Charge) Spirit - 6 (Left side of the spell tree) Spells Horror Walking Bomb Energy Barrage Chain Lightning Static Cage Fire Mine Wall of Fire Barrier & Dispel I answered originally on Reddit, but I'll reply here. Barrier AND Dispel? That should be "or", right? And no focus ability? Personally, I think Chain Lighting is overkill on top of Horror and Wall of Fire. If you use an electricity staff, Energy Barrage can act as your "second" Storm attack, freeing up the slot. Replying to Reddit reply: Yes, mana regen can be an issue. Some of those big 65 mana spells will put you in auto-attack recovery. Sigil of the Great Bear can help, though.
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Toyish Batphone
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate
Posts: 293 Likes: 437
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Toyish Batphone
293
August 2016
bayonethipshot
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate
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Post by Toyish Batphone on Nov 2, 2016 0:46:47 GMT
I have made some changes to the build.
Necromancer - 8 (2 spells, 4 passives) Inferno - 8 (All except Flashfire & Immolate upgrade) Winter - 3 (Fade Step & Winter Stillness) Storm - 7 (Basic Energy Barrage, Conductive Currrent, Static Charge, Static Cage, Chain Lightning) Spirit - 6 (Left side of spell tree)
Spell Slots
1) Fade Step (Energizing Step) 2) Horror (Terror) 3) Energy Barrage 4) Walking Bomb (Either upgrade) 5) Barrier (Either upgrade)
That leaves me with 3 empty slots which I can fill with whatever I like.If I want to focus on Fire, I can use Fire Mine, Wall of Fire, Immolate or Fire Mine, Wall of Fire, Focus Ability. If I want to focus on Storm, I can use Chain Lightning, Static Cage, Focus Ability. I can mix both as well.
This will give me a great deal of flexibility and the mana to cast expensive spells as well as have an escape tool. The downside is that I won't have Gathering Storm but that can be offset with Flashpoint + Crit build.
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joserayber
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Baldur's Gate, Neverwinter Nights
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joserayber
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Baldur's Gate, Neverwinter Nights
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Post by joserayber on Nov 2, 2016 13:55:42 GMT
(1) It depends on difficulty settings. If Walk Softly is enabled, random elemental resistances issue an irritating challenge to mages unless you are using Blade of Tidarion with runes. While most enemies are not immune to electricity in vanilla game, the most common resistance seen on promoted ones is electricity. It puts inferno-based abilities into priority by comparison and storm ones as second.
(2) Given the nature of Simulacrum, defense does not matter that much to Necromancer so long as you do not fall unconscious twice during its internal cooldown (20 or 30 seconds? not sure). In fact you can even use Berserk masterwork materials for additional damage boost when not soloing, hence spending half dozen of abilities points into Winter tree to get Chilling Array + Ice Armor is not cost-effective. Wall of Fire's CC utility is not reliable against most humanoid enemies unless paired with Static Cage; additionally the spell cannot critically hit, has relatively low damage (800% over 8 seconds, or 1200% with upgrade) and does not benefit from Chaotic Focus. With the help from Ring of Doubt, casting spells in proximity is not that risky even for ranged characters and two quick succession of Flaming Arrays can easily eliminate whole bunch of normal mobs even in level 27.
(3) It gains some sort of utility in Jaws of Hakkon and Descent, otherwise not worthwhile. Even in those conditions, I guess Confusion Grenade is a more instant way to play dirty tricks against pesky enemies.
Seriously, the contents introduced by Trespasser are heavily biased towards Knight-Enchanters among three mage specializations, in contrast to popular belief. Nevertheless a Necromancer can work a way out whose motto is gonna be "no defense attached".
My build would be: Spirit (5) - Barrier, Dispel and Rejuvenating Barrier Storm (5 or 6) - EB, Conductive Current, Static Charge and Lightning Cage Inferno (8) - All except Wall of Fire and Flashfire Winter (2) - Mana Surge (you can respec for Fade Step in dragon fights) Necromancer (7) - All except Spirit Mark and upgrade for Horror Remaining ability points can be used to upgrade Aegis of the Rift and/or get Strength of Spirits.
Active slots: 1 Barrier (Elegant Defense) 2 Dispel 3 Energy Barrage (Energy Bombardment) 4 Static Cage (Lightning Cage) 5 Immolate (Wildfire) 6 Fire Mine (Flaming Array) 7 Walking Bomb (Virulent) 8 Mark of the Rift / Aegis of the Rift
Use Ring of Doubt, crit-focused gears (Superior Prowler Armor, or Superior Battlemage Armor if you have Avvar Cotton) and heal on hit masterwork.
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