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Depends, with the lone wolf playthrough it's easy to pump necro to at least 6 and the rest straight into dual wield (a few in scoundrel for the move speed). Get high hp from gear, pump finesse and enough wits that you're always first to move. When you get low and know you won't heal enough just use the necro skill that increases damage per hp lost. I rarely end a turn at less than full hp, and in both my lone wolf and 4 man runs there's always someone with an armor restore skill. With a 38% dodge chance it's really rare to be in danger of dying.
The character is a hybrid and spreads points between strength and intelligence while putting just enough into con to be able to keep a shield equipped during the use of Flesh Sacrifice. For damage, I use a mix of auto-attacks, Warfare Skills and Necromancy spells. Because I took the Elemental Affinity talent and because I always stand in blood while using necromancy due to Flesh Sacrifice, Necromancy spells cost one AP less each, which is awesome.
You also need only 3 points in Necromancy to use all Necromancy spells except a single one to their full effect. The damage scales only with intelligence and warfare.
As a physical damage dealer, one important thing to do in the beginning of a fight is chipping away the physical armour of your enemies as quickly as possible so you can cc them and/or hurt their vitality. To do that you have the following options on lower levels:
* Mosquito Swarm - It's only 1 AP if standing in blood with Elemental Affinity, it is ranged and it does roughly the same damage as a one-handed auto-attack.
* Raise Bloated Corpse - Mainly because of it's Vile Burst ability, as it is a very strong physical AOE and also take a bloated corpse with you all the time so you have a corpse available for this and other necromancy spells in every fight. It also adds the evil necromancy flavour.It also costs zero AP if cast while standing in blood.
* Decaying Touch - Make sure to use it when it deals enough damage to completely break the enemy's armour so it applies the decaying de-buff. Then you either use Blood Sucker on the enemy if he is standing in a huge pool of blood or Restauration for even more damage.
* Raining Blood - Mainly to spill blood everywhere so you can use Bloodsucker to damage decayed targets or to heal yourself and allies. You can also use it to get rid of fire surfaces. Additionally, it applies bleeding but this is just some nice side effect.
* Infect - It's a bit expensive AP-wise and also does the same damage as Mosquito Swarm while applying some situational de-buffs. Usually not worth it.
* Death Wish - A pretty crazy high risk/high reward spell. It increases your overall damage by the percentage of vitality you're missing. You can either go into a fight with low vitality, use Flesh Sacrifice and the cast it to then deal a huge amount of damage for 2 turns with your damage spells, warfare skills and auto attacks or you use it in a tough fight when your vitality was destroyed by enemies to turn the tide of battle. Works also really well with Living on the Edge. If you want to use this skill, you don't want more than 3 points in Necromancy as having a lot of life steal is actually bad with his.
* Shackles of Pain - Mainly makes enemies ignore you which you usually don't want. Very situational. Strong if combined with Last Rites.
* Last Rites - Can be used to deal damage in combination with Shackles of Pain, otherwise a solid Resurrection for dead party members. After it, following with Death Wish works really well. As you usually don't want your allies to die in the first place, it's situational, though.
Additionally, you can use Warfare skills to knockdown or cripple and battering ram for movement. Especially battle stomp is really good. Warfare also provides the Shield Throw Skill which you should have because the damage and range is very good. You want to max out Warfare as it increases your melee *and* Necromancy damage.
You should max out Hydrosophist for optimal heals (which you'll use for damage as well) and because you want Blood Rain and later on, Blood Storm. Armour of Frost is also very helpful. Don't use this school to deal damage as it is magical damage which doesn't mix well with the physical damage from melee and Necromancy.
Put one point in Geomancer for Fortify.
Consider puttin 1- 3 points into Polymorph for some additional ccs and movement skills.
Jellyfish makes Elf GC Aero viable, so it would mean that you can play GC INT Necro Hydro Aero. However, mages need considerable amount of points on memory, so GC is actually viable at least after level 11~14, or you could exclude GC if you want safer build. It requires specific party setup and the player should know every surface and be able to manage them. This is a difficult build, but if you understand the mechanics of this game, it can be a pretty powerful build.
This is just an example, but it's what I'm planning for my 2nd play.
With GC, High WIT : Level 10 INT 20(poly+8) Memory 18 WIT22 Hydro3 Aero3 Necro3 Poly8
Without GC, Low WIT : Level 10 INT 30(poly+8) Memory 20 WIT10 Hydro3 Aero3 Necro3 Poly8
* Actual value of INT and WIT at level 10 will be much higher with gears and runes.
Also I would start to stack Warfare after level 10, and do both physical(Necro) and magic(Hydro Aero) damage.
I think I would just get Savage Sortille if I were you and put points into wits. Splitting points in str and int is a terrible idea. I didnt know that Last rites could be targeted on an enemy. Good to know.
I also do not experience that damage is that bad as the main buff to damage comes from Warfare which I max anyway. It's maybe 10% less damage compared to a full intelligence build with spells or compared to a full strength build with melee atm (level 5).
I don't see any point to take Savage Sortilege in early game as my crit chance is below 10%. Later on it might be interesting to respec to get crit chance higher but as long as I have no significant bonusses from items, it seems pointless.
I normally use this for the ranged mobs that my melee can't get to.
Another time I used it was when I was during the fight in the black pits temple with the undead woman At that point I really didn't care how many of my people were hit by it and killed as long as the enemy was too lol.
Plus, if I'm not mistaken, it only destroys those who are frozen and below 20%. My toons normally aren't that bad and can handle a little tickle.
I'm in it for me. If my allies are standing on ice, acceptable losses. One less competitor for Divinity.
Yeah, curse is a bit overused.