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If you're playing on normal difficulty level, you can win with anything so you should choose whatever you like best. But if looking to optimize your character then a charisma-based sorcerer would be the way to go. Sylvan's a great choice because of the pet, which can eventually become undead.
Sorcerer (Seeker) is best suited for an Enchanter Lich. Pick Undead bloodline as your starting bloodline, then get the Arcane bloodline via the Second Bloodline mythic ability and once you reach level 15, choose Enchantment for School Power. Do not get the Fey bloodline, if you think hard enough you will understand why it's a trap: your goal is to scale the spell DC of non-Compulsion enchantment (Greater Command). Level Seeker to 15 total and Loremaster to 5, grabbing the Greater Command and Primal Regression spells. Get Best Jokes mythic ability as well, it's extremely powerful.
Oracle Lich is not even worth considering.
Another class I highly recommend for a Lich is Exploiter Wizard that makes the best Evoker Lich. The ability to increase CL by 2 via Potent Magic provides a powerful synergy with Dictum and Holy Word spells (that you can grab via Loremaster 5 levels along with an extra feat), allowing the Evoker Lich to clear screens of up to HD29 mobs with no total HD limit. The bonus feats Exploiter Wizard gets result in higher spell DCs relative to an Arcanist via Expanded Arsenal.
exploiter wizard looked sweet but having a companion wizard sorta turns me off from it.
You won't need any of the Spell Penetration feats so you can skip them. Just start with Conjuration (pick Spell Focus / Greater Spell Focus / Spell Focus Mythic / School Mastery / School Power (bloodline ability) in Conjuration along the way - but NOT in Necromancy!) and pick Expanded Arsenal: Necromancy at some point. Initially use Conjuration spells that ignore spell resistance (Grease, Glitterdust, ...), then move on to the Lich spells later on, once you have chosen the Lich path and picked up Expanded Arsenal: Necromancy.
A good race would be kindred-raised half-elf with initial CHA 22 (and all stat increases should naturally go to CHA, except the final odd point).
Pure Necromancy specialist is painful to play, because the only AoE disabling spells you get are Fear and Banshee Blast that both force the affected enemies to run around like headless chickens, forcing you to chase them all over the place.
If you want to use Necromancy as a Lich, it's better to slap a second Expanded Arsenal for Necromancy on top of another school with actually good spells like Enchantment, Illusion, Evocation and Conjuration.
In fact, I'd even say that a Conjurer-Necromancer dual school specialist Lich is more thematic than a pure Necromancer, because both Domain of Hungry Flesh and Pit of Despair are Conjuration spells.
I didn't feel like I needed any more CC but of course it would be possible to add Expanded Arsenal: Enchantment or Illusion or Evocation in the mix. The build I described already uses Conjuration and has feats and abilities that boost it; Conjuration is needed for early game since my build does not use the spell penetration feats, and it nicely feeds into Necromancy later on via Expanded Arsenal: Necromancy.
Edit. It seems you missed the Conjuration part in my first post. What I was describing *is* a Conjurer-Necromancer.
Stuff like Glitterdust and Waves of Exhaustion are debuffs, not as powerful as disabling spells. And if you use Conjuration spells from the start with spell focus, you cannot use them effectively in the later stages of the game due to lack of expanded arsenal.
If you use Conjuration early with spell focus, your mid- and lategame Conjuration spells will have bad DCs. I am very skeptical of your claim about "not needing any more CC" when you're not using Fear and Banshee Blast and the Conjuration spells you mentioned having bad spell DCs. With the character you described, you have no reliable AoE disabling spells starting from the midgame.
The character you described is not a Necromancer-Conjurer, because it is not a dual-school specialist with two expanded arsenals: one for each school. A Necromancer-Conjurer would have to play the early game through Illusion, Enchantment, Transmutation or Evocation early on due to not picking spell focus feats in Conjuration, but the payoff would be good spell DCs for both Necromancy and Conjuration in the mid-game and beyond.
However, this was with pre-nerf Touch of Glory. Might be a different story these days, but it depends on the difficulty the OP intends to use.
What difficulty did you play on? Your success rates of beating lategame mob saves as Lich (no inherent spell DC bonuses aside from the +2 unique cape) without expanded arsenal and touch of glory would be very bad even on Core difficulty unless you debuff the saves of every trash mob.