Necromancer (High Five) guide — Necromancer
Necromancer class guide for Lineage 2 High Five: how to get the class, which skills to take, what to wear and where to level.
Introduction
Mysterious and secretive warlocks... Powerful combat magic, a summoned companion, a superb set of curses. Necromancers have no trouble either leveling or dueling, and find a worthy answer to every opponent.
What a Necromancer is: in the game it counts as a mage, but its main trick is debuffs. It also has summons, and in the latest chronicles it got enough to become an almost full-fledged summoner.
So, we create a human mystic, give it a name, and go burn everything that moves — but first make sure you're not the one getting burned, things happen =(.
Levels 1-20 (not a beast at all)
A very easy stretch: run the Newbie Helper's quests, and don't forget to take the shadow weapon coupon from him.
Skills
Weapons
- The choice is obvious, because there's essentially nothing to choose from.
Armor
- Again, the choice is obvious:
Tunic of Devotion (Casting Spd. +15%). A must-buy.
Jewelry
- Any.
Levels 20-40 (still not a beast)
Nothing difficult here either: run around, kill, buy stuff — all as usual.
Skills
Weapons
-
Common Item - Staff of Life. It costs us mere pennies and will serve until level 40. As a last resort, you can use the coupons you get for the 1 class transfer to pick up D-grade shadow weapons.
Armor
- A future Necromancer doesn't need any D-grade armor sets — they give no casting speed bonus — so
Tunic of Devotion stays as it is.
Jewelry
- Buy the
Common Item - Elven Necklace set; that's more than enough.
Leveling
Now we can do some leveling)
Be sure to visit the Kamaloka (up to level 30 in Gludio, up to 40 in Dion). Mages are reluctantly taken into Kamaloka, so try to create a party yourself. Don't forget the cat summon; it fights great and refills MP. When finishing off the boss, it's best to dismiss it, since it eats 30% of YOUR XP. Don't forget the solo Kamaloka either; go on raids.
Leveling on mobs - a good place is Cruma Marshlands above Dion. Start at the bottom, gradually moving up. The mobs are weak to fire, herbs drop, normal density. If you want extreme leveling, you can level near Maille Lizardman Barracks on the local spiders. Gather a pile of 15-20 spiders and blow them away with two Flame Strike. Stay there until the spiders turn completely blue.
At level 25 you MUST take the quest Help the Son! in Town of Gludio for Baby Kookaburra. The quest isn't hard, but the kookaburra will be hugely useful. The earlier we start leveling it, the easier it'll be. A level 40 character levels the kookaburra 25 very slowly. At higher levels you'll simply worship it - the little bird buffs all the main magic buffs, heals quite well and refills MP.
In Gracia+ the hen is less relevant, since the newbie buff was extended to level 75, but nothing stops you from using it as an MP potion: summon it, it buffs Blessing for 20 min and fills your MP, then dismiss it.
I did the second class marks as I gained levels - 35,37,39. You can of course do them all at once at 39, but it was more fun for me this way)
Once we have three marks and 39.90% of the level, we go sell ourselves to an academy.
Levels 40-52 (steal, kill, rob the caravans while the Destroyers aren't looking)
Let's check our pockets: after all the academy business and the rest, there should be enough money for new gear, so off we go to raid the shop counters of Giran again.
Skills
-
Death Spike is our main nuke: cheap on MP, but it requires
Cursed Bone. The bones are sold at Hardin's Private Academy by the merchant Sema. In the High Five update the skill no longer consumes bones.
Weapons
-
Homunkulus's Sword Homunkulus's Sword with the Acumen SA would be the best choice, but I didn't bother and took the budget option:
Common Item - Deadman's Staff.
Armor
-
Karmian Tunic (P. Def. +5.26% and Casting Spd. +15%) - good casting speed and defense; the best option for all mages. -
Demon's Tunic (Max HP -270, INT+4, and WIT-1) - basically only needed for CDL leveling, or if in Karmian the mob is left with a bit of HP after a couple of nukes. Both sets are sold in the shop without any trouble, so it's your call. -
Iron Bracelet From level 40 you can wear a bracelet that opens talisman slots. The C-grade bracelet opens 1 slot (sold in the shop), the B-grade bracelet opens 2 slots (you can get it from the quest Pailaka - Devil's Legacy or buy it for epaulettes at a castle/fortress), A-grade - 3, S-grade - 4.
Jewelry
- A set of top common jewelry
Common Item - Necklace of Seal; you don't need more, and you won't find better.
Tattoos
Right from level 40 I would get these tattoos:
-
Greater Dye of INT Int+4 Men-5 - raises your M. Atk. Then add
Greater Dye of INT Int+4 Men-4 to avoid the -1 MEN. penalty -
Greater Dye of WIT Wit+4 Men-5 - raises casting speed. Then again add
Greater Dye of WIT Wit+4 Men-4 to avoid the -1 MEN. penalty -
Greater Dye of CON Con+4 Str-5 - raises HP, weight limit and stun resistance. I think you can keep -5 until the end of the game, but some use either another
Dye of INT Int+1 Men-1 or
Dye of WIT Wit+1 Men-1 instead of this tattoo.
Leveling
40-44
We have no decent nukes, so from the 1 class we hit mobs with Flash near the crater of Ivory Tower or at the start of Sea of Spores. The mobs die in 2 nukes, herbs drop — relaxed, fast leveling.
44-48
A decent nuke appears — Death Spike (aka the bone) — but leveling with it is very expensive for a beginner. With a premium account you won't go into the red, but there won't be profit either. So keep hammering the mobs above Ivory Tower with Flash, moving up to the basilisks and gargoyles, or go deeper into Sea of Spores.
48-52
Hooray, you've made it through the most boring and tedious period of a young necro's life! Now you have the AoE nuke Corpse Burst in your arsenal. Move to near Oren, to Skyshadow Meadow (Not relevant for the Freya chronicles and later, since the location was removed and Sel Mahum Training Grounds is there now). Leave town through the south exit, immediately turn left and drop down. Our targets are piles of four dwarf ogres. Leveling tactic: walk right up (the monsters aren't aggressive), shoot a bone at any mob. Wait 1 second, the other mobs gather in a tight pile at the corpse, use Corpse Burst. 60% of the time the whole group drops at once, 30% of the time 1-2 mobs remain with a sliver of HP - finish them with Energy Bolt. 10% of the time one fully healthy mob remains - finish it with a bone. Fast, economical, fun leveling.
If you don't like AoE, you can climb into the golem pit in Pavel Ruins (Again not relevant for the Freya chronicles and later, because the monster level in this location was raised to 70+). Mobs die in 2 bone nukes, good XP, fast respawn, herbs. Poor necros who haven't mastered AoE leveling I recommend sitting in Forest of Evil, shooting Flare at basilisks and gargoyles, but it's not as fun and fast as AoE or the Abandoned Workshop.
Levels 52-61 (a dangerous guy)
To sum up: after selling the resources and parts dropped while leveling 40-52, you should have a decent amount of adena. That should be enough for the Avadon set. Not enough? No problem, Karmian isn't bad either)
Skills
Weapons
- AoE
Homunkulus's Sword Acumen or
Sword of Valhalla Acumen (also overenchanted if possible). Really poor Necromancers can stay with
Common Item - Deadman's Staff.
Armor
-
Avadon Robe set (+15% cast speed, +5.247% p def) - a decent casting bonus and good P. Def. Essentially an improved Karmian set, the only decent B-grade magic set for a Necromancer. The Blue Wolf set is expensive and lowers INT, and with it nuke power.
Jewelry
- You can stay in C grade, but at least buy top C jewelry in that case. If you're really itching, the
Common Item - Necklace of Black Ore set is more than enough.
Leveling
52-56
Keep AoE-ing near Oren. In Avadon you can gather 2-3 piles at a time. Technique: stand near one pile and kill one mob from each of the other piles nearby. As soon as the whole offended crowd runs to you, kill a mob from the peaceful pile you're standing next to and blow up the corpse. A little practice, lots of drops) Don't forget to take the quest Warehouse Keeper's Pastime at the Oren bank, from the warehouse worker. You can also climb a bit higher and try killing the Pobby families. Their peculiarity is an aggressive leader who stuns, so be careful.
A bit more about AoE leveling. Any fighter in light/heavy armor can pull 15-20 mobs to you, and AoE leveling reaches its peak. Leveling with a Bishop/Elven Elder is also very pleasant, and with a mob puller, a healer and you, mountains of XP and drops are guaranteed)
An alternative is CDL leveling in solo locations like the Forest of Evil. I like it less because of its monotony and the constant need to keep your HP near zero with Self-Flagellation.
56-61
Welcome to Valley of Saints (VoS), a truly magical location where you'll spend your time profitably and interestingly until level 72. The valley has excellent drops, increased XP, herbs and vicious mobs. Up to level 60 run around at the start; all mobs die to 2 bones (yes, level with bones only; CDL is the road to the grave). It's best to have B jewelry; by the way, it drops right here))
Levels 61-76 (burning them nicely)
Skills
Weapons
- Very rich necros show off with
Sword of Miracles Acumen, ordinary ones run with
Sword of Valhalla Acumen, poor ones run with
Homunkulus's Sword Acumen, and the broke ones stay with
Common Item - Deadman's Staff. In reality the difference between these weapons is small - if a mob dies to 2 nukes from the Deadman's Staff, it won't die to 1 nuke from a SoM. Mages, by the way, are the only classes that can level to the 3 class without problems with a +3 blunt and in Karmian.
Armor
- Among magic sets we choose between:
-
Dark Crystal Robe set (WIT +2; MEN -2; P. Def. +8%; Casting Spd. +15%; Speed +7; Magic Cancel Damage slightly decreases; Resistance to Paralysis +50%). -
Majestic Robe set (Max MP +240, Casting Spd. +15%, MP Recovery Rate +8%, Resistance to Stun +50%, MEN+1, and INT-1). -
Tallum Tunic set (Casting Spd. +15%, M. Def. +8%, Resistance to Poison/Bleed +80%, INT-2, and WIT+2).
-
- The choice is purely nominal: 95% of necros run in DC, and only rare aesthetes prefer MJ. DC's pluses - higher casting speed, +7 to running speed. MJ's pluses - 50% stun defense. But those 50% come from our CON, which is very low... The Tallum robe set - you can collect it if you're just starting the game and have adena problems. It's one and a half to two times cheaper than DC and somewhat less useful, but also has a right to exist. The main thing is that mobs die to two nukes. For PvP the Tallum set is much worse than DC and MJ.
Jewelry
- The ideal option is
Common Item - Phoenix Necklace. You can buy it or farm it yourself.
Leveling
72-76
Valley of Saints works until about 56-70. As you level up, move deeper and you'll be happy. Note that leveling here is with bones only, since the mobs hit hard and CDL won't help you. The main thing to calculate is that mobs die to nukes within one CDL, otherwise leveling with it isn't worth it. For this, experiment with gear and buffs. At level 70 I looked into the Abandoned Workshop, and it seemed fine there too. At 73-74 you can visit Hot Springs to complete the quest The Finest Ingredients - Part 1 for the 3 class in advance, and then do the quest with the orcs/silenos Alliance with Ketra Orcs/Alliance with Varka Silenos.
Levels 76-80 (O,...,O)
Complete the class change; I hope everyone will figure it out without problems. A bit about enchanting: with the book you get for completing the 3 class, enchant the Cursed Man to +1; this greatly raises its combat abilities. Further skill enchanting: bone - for power, curses - for chance. It's best to enchant at level 79, when all the needed skills are learned. Enchant Vampiric for attribute; then it will apply a 2-minute buff of +20 to the dark attribute.
Skills
Weapons
Arcana Mace Acumen 150 dark
Armor
- Now it has become an S set, so I would definitely take it.
-
Dynasty Tunic Wizard set (INT +1; WIT +1; MEN -2; Casting Spd. +15%; Max MP +321; Resistance to Dark +8; M. Atk. +5.4%. Opens cloak slot) - For more advanced burning you'll need to insert
Dynastic Essence, which adds a small bonus to the set's stats. Hardly anyone will insert the second essence.
- For more advanced burning you'll need to insert
- Rare bonuses:
Dynasty Stockings (2% m atk, 133 mp, 3 dark resist)
Dynasty Circlet (1.2% m atk, 80 mp, 2 dark resist)
Dynasty Gloves (0.8% m atk, 53 mp, 1 dark resist)
Dynasty Shoes (0.8% m atk, 53 mp, 1 dark resist)
-
Major Arcana Robe set (WIT+1, INT+1, MEN-2, M. Atk. +17%, Speed +7, Magic Cancel Rate -50%, Resistance to Stun +50%, and Weight Limit +5759) - good P. Def., running speed, the ability to insert resistances, but only +5% casting speed. I think it used to be useless, and in HF Dynasty was made equal to S grade and can be worn from 76, so the choice is clearly Dynasty.
Jewelry
- Well-off Necromancers can take the
Dynasty Necklace set / epics - If money is tight, the
Tateossian Necklace set will do just fine
Leveling
- Necromancers in static parties live in Forge of the Gods (honestly the Necromancer isn't very useful there, except for spreading mass Gloom). You can also level in Tower of Insolence on the upper floors, especially in a mage party with lots of Shillien Elders/Necromancers.
- Necromancers without a static party live at Oracle Isle or farm S recipes in Ketra/Varka. You can also level deep in Wall of Argos or on level 700 mobs. Don't forget CDL leveling in Hot Springs either.
- Does quite well in mage parties and in catacombs 78+; there's no leveling there, of course, but you can collect a fair amount of ancient adena.
80+ (RUN B*TCH RUN!!!! MUAHAHAHAHA!!!!!!!)
Well, finally we've reached the final stage: our enemies are beaten, the Destroyers no longer stop us from robbing the caravans, and every attempt to burn you only gets a condescending smile.
Skills
Weapons
- From Dynasty to Vesper, including the so-called S-86 weapons, depending on your money and the amount of attribute on the stick; in more detail:
S80
S84
- Blunts (by increasing M. Atk.):
- Swords (by increasing M. Atk.):
- Here it's whatever your money/connections/wits/patience (underline as needed) can afford. In any case, 150 dark attack attribute is a must, above 150 is doubly welcome, as is enchanting above +3, but that's at your own risk.
Armor
S80
-
Moirai Tunic set (WIT +2; MEN -2; When equipped: M. Atk +8.11%, Casting Spd. +15%, Resistance to Paralysis +50%, and Resistance to Fire/Water/Wind/Earth +5. Opens cloak slot) - casting speed and paralysis resistance like the good old Dark Crystal set; all it lacks for complete happiness is a running speed bonus — this is my choice at level 80. - Rare bonuses:
Moirai Stockings (m atk +1.03%, 5% paralysis resistance, water attribute +5)
Moirai Circlet (m atk +0.62%, 5% paralysis resistance, fire attribute +5)
Moirai Gloves (m atk +0.41%, 5% paralysis resistance, wind attribute +5)
Moirai Shoes (m atk +0.41%, 5% paralysis resistance, earth attribute +5)
S84
-
Vesper Tunic set (INT +1; MEN -2; WIT +1; M. Atk. +8.47%, Casting Spd. +15%, MP Recovery Rate +5.57%, Resistance to Stun + 50%, and Magic Cancel Damage -30) - a good set for those who care about stun resistance, plus a nice bonus of MP regen and a concentration effect. The
Vesper Noble Tunic set differs from the regular one in that you can wear a cloak. - Rare bonuses:
Vesper Stockings (m atk +0.68%, mp regen +0.68, stun resistance +12.5%, casting cancel probability -7.5)
Vesper Circlet (m atk +0.41%, mp regen +0.41, stun resistance +7.5%, casting cancel probability -4.5)
Vesper Gloves (m atk +0.27%, mp regen +0.27, stun resistance +5%, casting cancel probability -3)
Vesper Shoes (m atk +0.27%, mp regen +0.27, stun resistance +5%, casting cancel probability -3)
-
Vorpal Tunic set (WIT +2; MEN -1; INT -1; M. Atk. +8.7% when equipped; Casting Spd. +15%; MP Recovery Bonus +5%; Speed +7; Max MP +92; Resistance to Stun +50%; Resistance to Fire/Water/Wind/Earth +5. Opens cloak slot) - another anti-stun set; compared with Vesper it gives more casting speed but less M. Atk. and no concentration effect. -
Elegia Tunic set (WIT +2; MEN -2; INT +1; M. Atk. +10% when equipped; Casting Spd. +15%; Speed +7; Max MP +97; MP Consumption -3% upon skill use; MP Recovery Bonus 5%; Resistance to Stun +50%; Resistance to Fire/Water/Wind/Earth +5. Opens cloak slot) - the top set in almost every respect.
Jewelry
S80
S84
Elegia Necklace
- epic/TW jewelry is more than welcome
Leveling
- Decide for yourself here — your Necromancer is all grown up now, and with a pack these questions are unlikely to come up :)
Copied from GoHa
Instances for the Necromancer
- I consider the Necromancer perfectly fit for instances at any level.
- Do the Kamaloka and the labyrinth as a summoner with a damage-dealing summon (the Doll Blader is best). The hardest part is convincing the PL of a noob party going into some 59 labyrinth that a necro will deliver decent DPS. I consider it an argument that the Doll Blader's crit rate is 2 times higher than any other summon's, and its crits under decent buffs help justify a necro in the party)
- The necro himself can also kill mobs and the first RB with magic while he has MP. Mobs with bones and the Doll Blader; the first RB with CDL, since the mobs from the second room don't raise its M. Def., and again with the Doll Blader. I even ask the BD to keep Mystic up for me if possible. On the second RB, shoot down the mobs with bones and DPS the boss with the Doll Blader, since our magic does practically nothing to it because of the mobs in the second room, which a melee party simply runs around "along the wall".
- At 80+ mages already farm the Labyrinth in mage parties, and you don't have to pretend to be a summoner to go to the Labyrinth)
- Also at 80+ it makes sense to remember about Fortresses and epics.
- The Necromancer is gladly taken to Fortresses and epics mainly thanks to the Day of Doom skill (commonly DoD). And the "Abyss" skill helps turn a tough boss into a helpless kitten.
- As for the Rim, at level 81 with an S80 weapon with 300 dark, you can calmly do the Rim as a trio. A necro, a sturdy BD (preferably 83+) with decent gear, and an EE/SE (any refiller who buffs PoV and can refill the necro and heal the BD at the same time). The necro drains under CDL, the BD dances and aggros, the refiller does its job, and the necro calmly shoots down the RB in the Rim. However, if you're not yet sure of your strength, take one more mage with 300 attribute. You won't lose XP anyway, since the mage can kill the RB with overhits, while the necro can't (because he has no overhit skills).
Subclass skills
- When your subclass reaches levels 65 and 70, the main class can learn general skills (Emergent Ability) that raise P. Def., M. Def., M. Atk., P. Atk. When the subclass reaches 75, you can learn similar general skills (Master Ability) or skills that depend on the subclass (Special Ability). The full list of available skills is here.
- Emergent Ability 65, 70 lvl:
- Master Ability 75 lvl:
- Whether to choose P. Def. or M. Def. is up to you. Obviously the M. Def. bonus is bigger. It's important to pick one thing to boost that stat as much as possible. If you take all the M. Def. skills from 3 subs, you get +240 M. Def. If all P. Def., the bonus is about 140 P. Def., which is also a lot.
- Special Ability 75 lvl; the interesting skills for us are:
- From myself, I'd add the interesting ones:
Epic and special jewelry
Epic Jewelry
-
Ring of Queen Ant: (M. Def.: 48) MP +21, Resistance to Poison +30%, Poison attack rate +30%, increase Accuracy, increase Critical Damage, Resistance to Hold +20%, and Hold attack rate +20%. Mystic classes usually prefer to wear an S80/84 ring instead of this epic, since its only use is 20% resistance to hold attacks (root, arrest, etc.). In reality a BD, SwS or tank with +30 Arrest, 2 rings and TW jewelry can do a lot of harm in PvP, so if you don't have Baium, Queen Ant won't be superfluous. It can also come in handy for leveling a sub and at the Olympiad against tanks. -
Ring of Baium: (M Def: 48) MP +21, Resistance to Poison +40%, Poison attack rate +40%, Resistance to Hold +30%, Hold attack rate +30%, increase Accuracy, Critical Damage, Atk. Spd. and Casting Spd. Gives 4% casting speed and root resistance. -
Earring of Zaken: (M Def: 71) MP+31; Resistance to Bleed +30%; Bleed attack rate +30%; increases heal amount; vampiric rage effect; Resistance to Shock/Mental attacks +20%; Shock/Mental attack rate +20%. When equipped with two identical earrings, only one effect is applied. It's usually one of the cheapest epics and one of the most important, since mental and stun resistances play a very big role in PvP, and it also helps our debuffs land a bit more often. - If you want, you can go all out and get
Blessed Earring of Zaken; its stats are slightly better than the regular Zaken earring, but better is better, and we're only interested in what's better. ;)
- If you want, you can go all out and get
-
Necklace of Frintezza: (M Def: 95) MP +42, increase Resistance to sleep/paralysis/stun by 15%, increase sleep/paralysis/stun attack chance by 15%, increase Resistance to poison/bleed by 25%, increase poison/bleed attack chance by 25%, decrease in skill re-use delay, increase Damage Shield effect, and increase Resistance to Dark attacks. Good resists and skill reuse (5%). But Frintezza, as well as Freya and Valakas, has one downside - the reflect effect. In PvP against a TH under Mirage, your cast will be interrupted and your target dropped when he hits with a normal attack. In such cases you need to take it off or replace it with a regular necklace. -
Necklace of Freya: (M Def: 125) Resistance to Water +10, Resistance to Bleed +20%, Resistance to Paralysis/Shock/Sleep +15%, magic skill reuse delay -5%, reflect 4% short-range attack damage, Max MP +50, MP Regeneration +0.23, Resistance to mental attacks +10%. An alternative to Frintezza; gives more M. Def. and mental resistance. - And for the biggest fans of domination, of course,
Blessed Necklace of Freya. Naturally better than both Frintezza and plain Freya, but it only drops from Extreme Freya.
- And for the biggest fans of domination, of course,
-
Earring of Antharas: (M Def: 94) MP +37, Resistance to Bleed +40%, Bleed attack rate +40%, vampiric rage effect, Resistance to Stun/Mental attacks +30%, Stun/Mental attack rate +30%, decreases MP consumption, and increases heal amount and Resistance to Earth. Another epic that can't be farmed in Freya; lucky are those who managed to get it. As an alternative you can wear the Olympiad earring or the Aden earring. -
Necklace of Valakas: (M Def: 125) MP +50, Resistance to Sleep +40%, Sleep attack rate +40%, HP +445, decreases skill reuse delay, and increases P. Atk., M. Atk., Wild Magic effect, Damage Shield effect, and Resistance to Fire. Also became unavailable in Freya. For daily PvP Freya is no worse, but for farming the Olympiad Valakas is preferable. -
Ring of Beleth (M Def: 48) MP +38, HP +105, increase M.Def. by 12%, increase Resistance to abnormal mental state by 10, increase abnormal mental state attack chance by 10, increase MP recharge power by 0.23, and increase Resistance to Dark attacks by 30. If you play on the official server, you won't see this, just like all the other epics above, but since you're reading this guide, you're most likely not, so go for it — free shards are free shards, you know. :3
Olympiad Jewelry
- For
Olympiad Token y Grand Olympiad Managera you can buy A-grade shadow jewelry, which is given for 30 (in High Five for 60) days and is a cut-down version of epic jewelry. -
Olympiad Warrior's Ring: (22k Olympiad Tokens, M Def: 42) MP+ 21, increased Accuracy, increased Critical Damage, hold resistance increase by 30% and hold attack rate increase by 30%. (Like Queen Ant, root resistance like Baium) -
Olympiad Warrior's Earring: (33k Olympiad Tokens, M Def: 63) MP +31, shock/mind attack resistance +20%, Shock/Mental attack rate +20% and Vampiric Rage. (Like Zaken) -
Olympiad Warrior's Necklace: (44k Olympiad Tokens, M Def: 85) MP+ 42, Sleep/Paralysis/Shock Resistance increase by 15%. Sleep/Paralysis/Shock attack rate increase by 15%. (Like Frintezza)
-
TW Jewelry
- Epilogue introduced new jewelry given as a reward for
Territory Badge, which can be obtained by taking part in Territory Battles. It has M. Def. like Dynasty jewelry and is a good alternative or addition to epic jewelry. Rings give +15 resistance to various elements, necklaces +30 resistance, and earrings give several different bonuses. The best fit is
Aden Guard Earring - Mental Attack +15%, Stun Defense +15%, Earth Power Defense +10, CP +5% increase. - Also, for Territory Badge you can make a C-S-grade Belt (belt), into which you insert Magic Pouch (increases the number of inventory slots), Pin (increases the maximum weight the character can carry), Ornament (increases normal attack damage in PvP, skill damage in PvP, reduces damage received in PvP) or Rune Clip (increases HP or MP regen).
Necromancer summons
- The Necromancer is pushed more and more to be a summoner. And yes, a Necromancer without a summon is not a Necromancer. The summon and Transfer Pain make the Necromancer the toughest of the combat mages.
- I don't see much point in using the summon as a DD in PvP. Only if the enemy is weak, has no decent buffs or something like that. On a black screen you can also hit with the summon, if your conscience allows.) The point is that with a summon the necro is tanky, and if you send the summon far ahead, it'll be torn apart right there. At high levels, when attacking a necro, people try to kill the summon first. Also, remember that a summon needs shots if it's going to deal damage, and that now the summon is called for Spirit Ore and only the zombie eats XP.
- Conclusion: a Necromancer should always have a summon out.
- Corrupted Man - a green zombie; eats 90% of the experience you gain. Good as meat in PvP for Transfer Pain.
- In my opinion the least useful of all the summons, since it eats experience and so can only be summoned for PvP.
- Reanimated Man - a skeleton; the standard third summon of all summoners in terms of stats.
- The Necromancer's most balanced summon.
- I think this is the one to enchant first to raise its level and stats, since it's the one a Necromancer usually runs with, because it no longer eats experience.
- Cursed Man - A unique summon because of its high crit rate (80 versus 40 for ALL summons, even level 79 summoner ones). It has a funny ability - a stun, though honestly I see no point in calling it for PvP. The thing is, if memory serves, it's the "flimsiest" of the summons, and for a necro the summon is first and foremost a bag of HP.
- It's thanks to this summon and its critical rate that, as a Necromancer, I got into the Labyrinth every day as a physical damage dealer.) And if you dismiss a buffed summon and then summon it again, the buffs stay.
- And probably the last surprise about the Cursed one: it has skills with an overhit effect, but finishing mobs or raid bosses with them is complete perversion.)
Skill enchanting
- Generally speaking:
- And the standard general passives:
Good luck to all beginner and not-so-beginner Necromancers ;)







