1.7 Beta Higher Necromancer Nightmare (Spoilers)
Posted: Thu Sep 03, 2020 6:47 am
Running a Higher Necromancer on Nightmare and seeing as how this Beta is nearly complete, I figure this is a good time to report on how it plays.
1. Skill distribution...
1 point in the first three skills in Nightfall.
1 point in every Animus skill and then 2 more into Torture Souls once you get around level 22.
1 point in the first three Death skills and then 1 in the last skill as soon as you kill Urkis and get rid of the manasurge rune.
3 points right away in Call of the Mausoleum, 1 in Corpse Explosion, and 3 as soon as you can in Putrescent Liquefaction.
1st category point - Master Necromancer (it might have been better to switch with Age of Dusk here but it's unclear). Saved 1 point so that I'd have 3 at level 20.
1 point into Aura of Undeath
3 points in Surge of Undeath - this is the skill you really want.
2nd category point - Age of Dusk
3 points as soon as you can into Dire Plague.
1 or 2 points into Crepuscule.
3 into End of all Hope.
That's basically it by level 25. Generics are pretty straight forward but max Blurred Mortality and Spikes of Decrepitude and make sure you have one point for Highborn's Bloom. I haven't gotten the basic martial skills yet but I should have. It really only needs two points but seeing as how I was two points short (Arena bug), I didn't bother. My goal is only to invest when I have to.
I also ran with a shielding rune, a manasurge (until I got the rune of dispersion), and shattering. I'll get two more cat points and one'll go into the Eradication category and the other will be another rune.
2. Game plan...
I went through all of the tier one's and right around level 14 I was sure to enter Urkis' and Celia's domains in order to ensure that they spawned at the lowest level possible. I took down Urkis around level 21 and that left just enough time to take down the Weirdling Beast. It really, really helped to have the runs of dispersion. I managed him by nixing his defenses and then spawning ghouls and hitting him with my basic combo...
I took down down some of the patrols in order to get enough energy and then at level 24, I took down Celia. She was the toughest enemy by far other than a Runed Bone Giant in a vault in the Halfing Ruin floor 3 (not yet finished) that I tried to tackle around level 18 but just couldn't do any real damage to and so I fled.
3. Attack pattern...
I tend to open with Night Sphere followed Torture Souls or Invoke Darkness, depending on how many enemies are present. It's quick and efficient. Once I had Dire Plague, I generally used that immediately Night Sphere and then used Rigor Mortis and Torture Souls. Crepuscule came next if anything was left alive.
Bosses and tougher mobs required a little more effort and so Highborn's Bloom and a horde of ghouls followed by the Putrescence and maybe Corpse Explosion and then the above attack pattern.
Generally speaking, not much lived through that. If it looked like it might, I'd through in a Surge of Undeath which is just amazing. It increases your Putrescence and Corpse Explosion duration and it reduces the number of turns until your next free ghoul.
4. Current situation...
No deaths, got Lichform at level 25, and I'm in pretty darn good shape. I saved three escorts and one was a warrior so I picked up Vitality (a GREAT skill on this class) but nothing else of note. My equipment is mediocre across the board and a bug prevented me from getting the two generics from the arena but all in all, I'm rock solid. Now that I have Lichform and Highborn's Bloom, I should be rollin' through the end of the game...
The hard part is that as soon as you hit 25 comes the cult random dungeon. Consequently, I suspect it's up next.
5. Weaknesses...
Mobility and anti-magic. Holy heck, anti-magic enemies are brutal... I'm not sure how the updated anti-magic works but I'm doing basically zero damage for a long time. They are stout. Luckily, the ghouls keep them busy for long enough to weaken them and once they're antimagic shield is down, they die quickly (like two attacks, maybe three). I didn't even attempt any anti-magic enemies (patrols) until I had Highborn's Bloom at level 24.
Mobility is a consistent problem with this class so positioning matters. It plays more like a melee class without a movement infusion... so it pays to be careful. Luckily, you're remarkably resilient so you don't have to be THAT careful. I found that not much lived long enough to really threaten me but I know that's about to change.
I'll update this when I make further progress.
1. Skill distribution...
1 point in the first three skills in Nightfall.
1 point in every Animus skill and then 2 more into Torture Souls once you get around level 22.
1 point in the first three Death skills and then 1 in the last skill as soon as you kill Urkis and get rid of the manasurge rune.
3 points right away in Call of the Mausoleum, 1 in Corpse Explosion, and 3 as soon as you can in Putrescent Liquefaction.
1st category point - Master Necromancer (it might have been better to switch with Age of Dusk here but it's unclear). Saved 1 point so that I'd have 3 at level 20.
1 point into Aura of Undeath
3 points in Surge of Undeath - this is the skill you really want.
2nd category point - Age of Dusk
3 points as soon as you can into Dire Plague.
1 or 2 points into Crepuscule.
3 into End of all Hope.
That's basically it by level 25. Generics are pretty straight forward but max Blurred Mortality and Spikes of Decrepitude and make sure you have one point for Highborn's Bloom. I haven't gotten the basic martial skills yet but I should have. It really only needs two points but seeing as how I was two points short (Arena bug), I didn't bother. My goal is only to invest when I have to.
I also ran with a shielding rune, a manasurge (until I got the rune of dispersion), and shattering. I'll get two more cat points and one'll go into the Eradication category and the other will be another rune.
2. Game plan...
I went through all of the tier one's and right around level 14 I was sure to enter Urkis' and Celia's domains in order to ensure that they spawned at the lowest level possible. I took down Urkis around level 21 and that left just enough time to take down the Weirdling Beast. It really, really helped to have the runs of dispersion. I managed him by nixing his defenses and then spawning ghouls and hitting him with my basic combo...
I took down down some of the patrols in order to get enough energy and then at level 24, I took down Celia. She was the toughest enemy by far other than a Runed Bone Giant in a vault in the Halfing Ruin floor 3 (not yet finished) that I tried to tackle around level 18 but just couldn't do any real damage to and so I fled.
3. Attack pattern...
I tend to open with Night Sphere followed Torture Souls or Invoke Darkness, depending on how many enemies are present. It's quick and efficient. Once I had Dire Plague, I generally used that immediately Night Sphere and then used Rigor Mortis and Torture Souls. Crepuscule came next if anything was left alive.
Bosses and tougher mobs required a little more effort and so Highborn's Bloom and a horde of ghouls followed by the Putrescence and maybe Corpse Explosion and then the above attack pattern.
Generally speaking, not much lived through that. If it looked like it might, I'd through in a Surge of Undeath which is just amazing. It increases your Putrescence and Corpse Explosion duration and it reduces the number of turns until your next free ghoul.
4. Current situation...
No deaths, got Lichform at level 25, and I'm in pretty darn good shape. I saved three escorts and one was a warrior so I picked up Vitality (a GREAT skill on this class) but nothing else of note. My equipment is mediocre across the board and a bug prevented me from getting the two generics from the arena but all in all, I'm rock solid. Now that I have Lichform and Highborn's Bloom, I should be rollin' through the end of the game...
The hard part is that as soon as you hit 25 comes the cult random dungeon. Consequently, I suspect it's up next.
5. Weaknesses...
Mobility and anti-magic. Holy heck, anti-magic enemies are brutal... I'm not sure how the updated anti-magic works but I'm doing basically zero damage for a long time. They are stout. Luckily, the ghouls keep them busy for long enough to weaken them and once they're antimagic shield is down, they die quickly (like two attacks, maybe three). I didn't even attempt any anti-magic enemies (patrols) until I had Highborn's Bloom at level 24.
Mobility is a consistent problem with this class so positioning matters. It plays more like a melee class without a movement infusion... so it pays to be careful. Luckily, you're remarkably resilient so you don't have to be THAT careful. I found that not much lived long enough to really threaten me but I know that's about to change.
I'll update this when I make further progress.