Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Strangely enough, the tooltip suggests warfare abilities used in this manner are still resisted by physical armour... food for thought. :)
In any event; Necromancer spells benefit greatly from warfare, being primarily physical damage themselves. And let's just face it, it's a solid choice no matter your build type is.
Also, as pointed out by Novia, the warfare CC will still check physical armor no matter what, so you're going to manage enemy armor quite well if you want to CC anything.
Staffs deal elemental damage, and they benefit a great deal from a character that uses the element of the staff.
There is even a Elemental Staff Warrior build out there on Youtube you could check it out, pretty much max out the damage that a staff can do, its not quite a magic user...Mostly you just smack stuff with the staff and it dies.
So my loan wolf Necro/Staff suggestion.
First, put a point in warfare and maybe scoundrel.
Then max two-handed. You carry 4 staves at this point and use whatever works best.
You're around level 5-7 now. You have a choice of what order to do stuff now, but max Necromancy and two spell lines out of :
Geomancer for venom coating and armour boosts.
Hydrosophist for healing, and Vampiric hunger, and magic armour boosts.
Pyrokinetic for Sparkling Swings and some utility.
And don't forget living armour talent <- what makes it work.
You can however try to use skills that scale with weapons. Like for example Bull Horns, such a great skill for almost anything really. The bleed is resisted by physical armor but with Torturer you can bypass this. You are better off making an int battlemage, give it staff or dual weild wands with example fire damage so it scales with pyro. You can add a few necro points just for the life steal as you will dish out a lot of damage and will heal greatly plus some nice necro support skills. Staff + Bull Horns + Torturer + Opportunist = some good damage.
If you just want to mix necro with warfare then you just gotta use a physical oriented weapon. Unless you're making a hybrid abomination that makes no sense just for fun and handicap yourself. But anything is possible really.
I think Polymorph is too strong and Chamelan cloak should be banned. Anyway, I don't allow my builds to use Polymorph for that reason, but you can add it to any build.