Necromancer
THE RE-ANIMATOR OF ALBION
AVAILABLE ON: Eden, Blackthorn, Live (in name only, see Occultist for info)
When the Lord of the Underworld, first sent forth his servants to aid the people of Albion, it was fortunate that it was the Reavers who first met the Britons, for had it been the Necromancers then there might not have been any alliance. Through much deliberation (and protestation from the Church of Albion) it was eventually decided that the Necromancers of Arawn would be allowed to use their grisly magics in aid of the realm but only with the Church’s consent, and only through the resurrection of the corpses of outlaws, brigands, thieves, deserters and the like. At least then they would serve the greater good of the realm, if not in life, then in un-death.
Unique to Eden and Blackthorn, the Necromancer referred to here refers to a version of the class which no longer exists on Live. For the reworked version of the Necromancer, see the Occultist class.
Perhaps the most unique of all pet spellcasters, Necromancers are entirely dependent on their pets. Rather than behaving like traditional pets, the Necromancer’s minions are more akin to foci through with the Necromancer acts. The Necromancer by himself is incredibly weak until he summons his undead minion and transforms into an invincible shade in the process. Now the Necromancer can cast his most damaging spells through his pet and apply a small selection of different spells which are “stored” on the enemy target until the minion hits them.
PvE:
Necromancers are incredibly strong when played solo in PvE, though also easily overwhelmed. While no single enemy will hardly ever pose a danger to the necromancer, a second or third definitely will. Stay aware of your surroundings and you will do just fine.
In groups, Necromancers are there to provide de-buffs, power transfers* and damage. If playing with melee damage dealers, make sure to de-buff the enemy’s arm or factor. If playing with magical damage dealers, make sure they do not run out of power and add your damage to theirs.
*through the Deathsight Mastery skill line
RvR:
Due to their incredibly high sustain, Necromancers are considered a high tier duellist and, like in PvE, are hard to kill in a one-versus-one but offer little resistance against two or three enemy players.
A Necromancer’s strongest addition to an RvR group is the ability to de-buff not just an enemy’s armour factor but also their constitution, making the enemy take much more damage while having a lot less health. This creatures strong windows in which the melee damage dealers of the group can secure kills against the enemy. This makes it important that the Necromancer coordinates with their group who is being de-buffed, so that the entire group can converge upon that target.
Character planners:
Eden: https://eden-daoc.net/charplan?c=Necromancer
Blackthorn: https://blackthorn-daoc.com/class/Necromancer
Suggested starting stat point distribution:
15 Dexterity / 10 Intelligence
Suggested class skills:
50 Deathsight, 19 Painworking, 7 Death Servant (Standard / Levelling / Solo / Group)
44 Painworking, 31 Deathsight, 4 Death Servant (Point-blank area-of-effect damage-over-time focus)
50 Death Servant, 20 Painworking, 4 Deathsight (point-blank area-of-effect direct damage focus)
50 Deathsight, 20 Death Servant (Farming)
Suggested realm skills:
Long Wind 1
Purge
Ichor of the Deep
Mastery of Concentration
Wild Power
Passives to fill stat gaps (Augmented Str, Dex, Con, Mastery of Parrying etc.)
