Patch comments: After the recent patch, Necromancers were severely nerfed thus being arguable as a main healing force. Its unclear if a Necromancer can keep the whole party alive alone now.
Main Nerfs:
1. Healing power of all Necromancer spells decreased by 30%.
2. Mending Plague is not spammable now, has a 60 second cooldown between effects.
3. Relaxation ability removed.
4. Mending Plague is severely influenced by stats, thus heals alot less now.
5. Antibody debuff, dissables any available Mending Plague effect for 60 seconds after one has ended.
1. Introduction
Necromancer, what is a necromancer? When creating your character, you will read about him being able to control power of darkness and all, well useless info, lets get down to what he really is.
A Necromancer is a rather unique combination of styles in Allods, one of the most versatile Classes in my opinion that can take up quite a few different roles, from DPS'ing, to Nuking and even Healing and supporting? Yes, yes you heard me right, paradox isn't it? Supposedly a class that practices Dark Arts that were meant to play with death itself, to curse, weaken , torture and murder people, yet they can actually save lives and bring back the dead, the dark side of healing if you may, Night Priest <3 (lol corny, i know)
The Necromancer has a list of different abilities wich are, his DoT's, curses and weaken type spells that eat trough your opponents Health continuously till he dies, like poison. Vampirism, spells that leech life from your opponent and recover you and your pets instead, and ofcourse curing, at the cost of the blood that the Necromancer gathers in his containers, he transfers it to himself or his fellow party members and helps them recover from their injuries, and also last but not least, the traditional Necromancy gift, Summoning! He can raise the dead under his command and keep them under control as his underlings.
What makes this class interesting in my opinion is the freedom to create builds to your own taste, either it be a full supportive healer, either a DoT (damage over time) type build, either a heavy magic damaging type class, or even a hybrid and combination of both or a bit of all three.
2. Character Creation and Racial Abilities
When creating a Necromancer, you will have three races to choose from, two are on the Empire side and only one available on the League side.
As a League Necromancer you will be able to become a Elf Demonologist
As a Empire Necromancer you will be able to become a Xadaganian Defiler or a Arisen Savant
The differences in choosing a Race are the special Racial abilities you will get and of course for each race, the summonable fiends look differently.
Demonologist Ability and Pet Images: His ability is one more additional DoT spell, wich you can lay on your enemy and it will last 16 seconds, dealing damage each two seconds and healing you and your pet for double the amount of damage dealt.
Savant Ability and Pet Images: His ability is that he can fully heal his pet in one cast.
Defiler Ability and Pet Images: His ability is that he can increase his pets Strength and Dextery by 30% for 30 seconds.
Pictures will be updated soon.
As for each's special ability, well they aren't really all that worth going into detail about, nothing super natural or overly useful. In my opinion the developers could of tried a bit harder at that part >.<
3. Stats
Where to invest your per level stat points:
I've seen alot of threads lately with people asking wich is the best attribute do drop your points into each level.
There are different opinions on this matter but every experience player would agree that the most balanced and surefire way to invest your points into a good attribute would be - ?Luck!!
Some people might ask why Luck?! Well the answer is simple, every class without exception needs a balanced luck stat so they don't get a high Glancing Blow rate wich will halve the effect of your abilities! To evade that happening you need to keep your luck at a certain balance and the reason why you should pick Luck is because equipment that comes with good stats wich includes Luck is usually quite Rare and in MOST cases you would have to sacrifice alot of your Intelligence/Perception stats to aquire Only Luck!
Thus adding it will relieve you from the stress of sacrificing too much of your other important attributes to get a luck balance.
For a example most gear with luck usually comes with Agility, Stamina or Endurance, and no Intelligence or Perception and you have to replace your Intelligence or Perception gear that usually comes with both stats on the same item and even also comes with Stamina or Agility to get only luck, ending up in you losing a larger amount of important stats.
Other good alternatives are Wisdom since Wisdom is usually not in very large amounts on Intelligence and Perception gear, thus even less on Luck gear, but its still there.
The worst scenario is investing your Points into Intelligence or Perception since these stats come easiest and in the largest amounts.
Thats it for the where to put points pointers. Lets continue with the stats section.
Every character in Allods has a certain amount of stats, lets review them all and each's usefulness for a Necromancer.
Strength - represents the modification of damage in close range, applies to damage from normal attacks aswell as physical spell attacks, useless for a Necromancer, you can totally ingnore this stat without suffering severe consequences as with some other stats.
Finesse - represents the resist modificator that a enemy will have against your physical attacks. Useless for a Necromancer, you can also keep this stat at a minimum.
Expertise - this stat affects the accuracy of your physical attacks, useless for a Necromancer also, you won't even use physical attacks.
Agility - a stat that affects the chance of you dodging a enemy physical attack, not as important to the Necromancer. But most INT/Perception gear will come with either Agility or Stamina, so this stat will be actually quite high.
Luck - a stat that affects how often will you deal critical or glancing blows, wich also applies to heals. Very important for Necromancer, probably i'd say this is the third most important stat for a Necromancer but its harder keeping it in balance without sacrificing Intelligence and Perception.
Endurance - a status that determines the chance with wich you will receive a critical or glancing blow, it has a mediocre significance both in PvE and PvE.
Stamina - a status that determines your maximum health points, very important for a Necromancer.
Intelligence - a stat that affects a characters Magical attack and Healing power, a extremly important stat for a Necromancer , wich multiplies the total damage and heals of your spells from your wand power. Also similar to the Warden class, this spell affects your summons aswell, it increases their overall damage like Strength would.
Perception - stat determines the amount of resistance your enemy will have against your magical spells, a VERY important stat for a Necromancer. Unlike other classes, this class will prefer this stat as high as possible without sacrificing means since it affects a couple of vital spells like his Blood Aegis and the amount of defense Corrosive Acid decreases. Also another stat that affects your Summons aswell, it increases their Expertise.
Conviction - a stat that affects the success of your control abilities such as dissorients, stuns, slows, ect. Mediocre usefulness in PvP and generally not a very important stat to look out for.
It will be rised a bit anyways out of the random gear you'll be wearing since some of it is bound to have a bit of it on it. Necromancer don't really have any controlling spells except Fear , weakness and Death Breath but still.
Willpower - the counterpart of Conviction, a stat that affects the success of you being affected by control abilities. Mediocre in PvP and useless in PvE, not a stat thats worth worrying about, same as the one above.
Rage - a stat that determines the seriousness of wounds that you will deal to a target , mediocre usefulness in both PvP and PvE, not a stat worth worrying about, will come itself ingame with gear.
Faith - a stat that determines the effectivness of your heal spells on wounded targets, this stat is very important for support Necromancers that are planning on healing alot, it makes their healing spells ignore wounds and heal more. Very useful in actual combat.
Wisdom - the counterpart stat of Stamina, it affects your maximum Mana points and their recovery rate, for a Necromancer this stat is of a very high importance aswell since not only does it affect your Mana pool but it also affects your Minions and their finesse.
Different builds would require different attributes for a Necromancer but the most basic ones that any type would need are Intelligence, Perception, Luck and Wisdom.
To this list Healers need to heavily add Faith.
There are also critical Acid Necromancers, these would give up on most of their stats for Luck/Intelligence and Perception primarily, since the necromancer has quite a few interesting passives, a build like this would do quite the bit of damage, this build also works well for DoT types also, but combining both would do best.
There are also those who would concentrate on Intelligence for maximum damage output or heal output.
Also some types like to take Perception as their main attribute to increase effects of such spells as Blood Aegis and Corrosive Acid.
But all of these are only preferances, as generally you would have to keep all of your stats balanced to a certain level then only choose one or two in wich you would like to excel.
For example for a crit Acid build the necromancer would like to keep his Perception at lets say 350, Intelligence at 350, Wisdom at around 300 and Luck at 450.
Vice-versa for other builds. I hope that gives a rough understanding on how stats should be kept.
Luck affects two abilities, your critical hits and your glancing blows. As we see in the graph after luck reaches 237, it turns from a linear to a square rate characteristic such as intelligence but the chance of dealing a glancing blow works a bit differently and isn't linear until luck reaches 355. So we can make a conclusion that the round number that we should be aiming for would be from 280 to 350, while balancing the other stats respectively.
Perception, the effectiveness of perception as we see also isn't linear so and in the 230-270 range we see a high effectiveness growth of the stat and after 270 the effectivness slowly starts deteriorating. So the optimal number for this stat would be aroun in the range of 300~350.
The linearity of Faith seems to be quite similar to the one from Perception so the optimal numbers as we see that you would want to go for would be 300~350. Drop of effeciency after 270, same as the chart with Perception.
Endurance affects both the chance of you receiving a glancing or a critical blow, as we see the chance of you receiving a critical hit after the stat reaches 135 isn't linear and decreases drastically down till the stat reaches 273 after wich it just focuses on being at minimal chance. And as we see the chance of you receiving a glancing blow is linear up to the point of 186, then it slowly starts being more effective.
With that said, you shouldn't really concentrate on increasing the stat much after it went over 230~280 since thats the optimal value you would prefer for it not to influence your other characteristics.
Intelligence is possible and should be increased infinitely because of the linear and stable increase in overall damage and healing for a Necromancer.
Wisdom should be increased until a certain point. By means of testing it came above that the optimal stat value for it would be around 300~350 since it also influences Minion accuracy, wich works like Perception for you.
Perception should be at around the number of 350~400 and should be kept at that number since any higher and its effectiveness will drop noticeable and the points are better off in another attribute, but thats if were talking about Effectiveness with spell resists, but if your planning on getting very high Aegis and def penetration with acid, then you can rank this as much as you like.
Luck should be kept at around the number of 280~350 but if you have the option of having more luck without sacrificing other stats then by all means you should get more, but don't get too fanatic about it.
As for all the other stats, they should be kept at minimal level.
Naturally the higher the stats - the better but lets keep in mind that certain stats start to lose their effectiveness after they reach a certain point and further points should not be wasted into them but rather allocated somewhere else.
Credits: Lawful
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