Quote:
Originally Posted by Splorf22
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So I had a long argument with Kental from TMO about this. In the end I agree that charm is not as strong for necromancers as enchanters. Necro charm is weaker without high cha/tash, and the marginal benefit is less when compared to a skeleton instead of an animation. Finding a pet really isn't a problem: there are plenty of undead in Guk, KC, HS, and Sebilis. The only zones without are Sol B and Chardok. That being said, I still feel that it is more efficient in groups to invest mana in charm and the resulting runes/taps than dots.
That's in a group; Necro charm improves greatly relative to enchanters when solo. First, your pet is not weaponized/hasted, which means your recharm with a 'slow' 2.5 second spell isn't as important. Second, charm only has to last long enough to kill the pet/enemy. Third, if you get in trouble you can tap up or even FD. I'd say for solo charm XP, enchanters and necros end up about equal. It's not as trivially easy as fearkiting, but once you get the hand of it it's a lot of fun (and profitable!).
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Actually, it's crazy easy.
Grab a pet.
Send him on a pack of mobs.
Pull pet back a tad so the mobs stack.
Root all mobs with paralyzing earth. (Keep track of your root order/time left)
wait until charm mob is low enough to kill with a single deflux
hit CoS
Finish HIM!
Charm new pet from rooted pack.
send pet on pack.
Reroot as necessary
charm from pack as necessary.
repeat
win
NOTE: The only time you have to fear for your life doing this as a necro is when you have a charmed pet and you gather your horde and you haven't rooted any of them. If your charm breaks then, it's very possible you could die. However, with buffs (rune!!!!!) and some distance, you can get off an FD before you're toast (unless you're unlucky).