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#11
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Druids are good solo ( just not as strong as necromancer)
But they are alot better at helping others. Necromancer is a bit better solo but worse at helping people. On the flip side druid epic is alot easier / attainable / cheaper than necromancer epic. It also stacks with all of their dots unlike the necro epic. I paid for 2 mq things for my druids epic (pgs and pod of seawater) both together cost me a total of 32k. That's a fraction of what necro would have to pay (150k+ for slime blood) and 40k for cloak (if they don't do sky)
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Foxpox [60 Shaman] / Foxcharm [60 Enchanter]
Foxystyle [60 Druid] /Foxfansy [60 Bard] Foxpet [60 Magician] / Foxaid [60 Cleric] Foxlich [60 Necromancer] Foxplosion [60 Wizard] Foxstab [60 Rogue] /Foxcharming [60 Enchanter] / Foxfrenzy [60 Warrior] | ||
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#13
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Quote:
The only stacking issue with the necro epic is darkness/snare, and that spell line is pointless beyond Dooming and has a ludicrously inefficient damage to mana ratio. You don't use darkness for damage. Druid epic is way cheaper and easier to obtain, yes. Again, solution: both, but druid first. | |||
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#14
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If you were torn between both I would probably go with a druid just because porting is a brain dead source of money that you can start doing early one when you are bored.
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Halmir - 60 Cleric | ||
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#15
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Necros are Bad Ass.
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<~ Maleek * Necro * Project 1999 >< Gagresh * Warrior * Tallon Zek || Project 1999 ~>
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#17
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Quote:
Necros are freakin' cool. You look cool (black gloves, black boots, black robes). You are crazy powerful. Your play style can vary wildly. Necromancers are easy to play, but a skilled player can get a lot out of the class. Let's talk abilities. There are not a lot of abilities in Everquest that necromancers cannot do. DoT? Best in the Game Snare Our darkness spell line is great for fear kiting, or preventing runners in groups. DD? We aren't great but no group complains about extra dps when you are literally overflowing with mana. AOE DD Not the most powerful but useful when getting power leveled or wiping away many weak mobs. Lifetap? So I can dd the enemy and heal myself?! Lifetap Over Time Not quite regen, but very good for self replenishment Root We don't get it until 34, but it changes the entire game Fear Fear + Snare allows us to pretty much beat down anything outdoors. HP Buff? Self only but stacks with most other HP buffs AC Buff? Spirit Armor is great even at high levels when you don't have a better buff. Heal? Necromancers can patch heal, Corporeal Empathy is a good chunk heal for when the shit hits the fan. Heal over Time? Yeah we are even better at this. Pact of Shadow and Shadowbond rock, even the low level heal over time gives us great utility in groups. Mez && Memblur? Screaming Terror is useful into the 50s, the memblur component to this spell is very nice. Pets Necro pets are some of the best in the game. We later get Rogue and Monk pets which give us decent sustained dps in a group. Pacify We can calm undead, super useful for splitting camps and pulling. Mana Regen Necromancers get the earliest mana regen (level 8 Dark Empathy), and continue to regen more mana per tick than any other class Invis Self Only See Invis Deadeye grants humans infravision, and DMF gives see invis to anyone. Invis Undead Everyone (we are one of the 3 classes that can both invis to living and undead (Enchanter, Necro, Shadowknight). This is so useful as many zones have a mix of both creatures Charm Charming Undead is a great way to add DPS to a group, or solo. Evacuate Levant at 55 is a self only evac, ANOTHER get out of jail free card, also useful for traveling Feign Death Only 3 classes can do this, a smart necro rarely dies. Divine Aura Harmshield and later Quivering Viel give you another escape card ShadowStep Super useful when playing in open zones, gives you that extra second to feign or land root Resurrection Even at the cost of a Essence Emerald our 93% rez can save your butt and save groups and raids. Stat Debuff We can drain AC(Shadow Vortex), and Lower Fire/Poison/Disease resist (Scent line of spells) Resist Buffs Poison Resist via Dead Man Floating is the best in the game, We also get Resist Disease and Resist Cold. Great for camping those shaman mobs. Levi/Travel While we do not get a speed buff, Dead Man Floating paired with SoW or Jboots makes overland travel so much better Enduring Breath yeah Dead Man Floating again, component-less long duration Enduring Breath. AOE DOT We can do it, they aren't great but check that box too. Stat Buff Okay I might be reaching hear but we can both grant a strength buff and steal strength. Pretty much we can't Slow, Regen, or a Movement Buff (but jboots and sow potions are available). What does this do? First it makes us the most self sufficient class in the game. You are a god at soloing. It is so rare that you find a single creature(within range) that can defeat you it's silly. Necromancers are thought of as soloers, but we shine in groups. Duos and Trios really highlight our versatility. Group with a Shaman or a Druid (or both) and destroy the world. Group with a Ranger, or Rogue and have fun mowing down mobs as you fear kite them. In a full group in a dungeon, be DPS, Backup healer, Backup CC, and even puller. Keeping in mind that you regenerate mana faster than EVERYBODY. So in a group you can use more tricks and really affect each fight. You control your mana and health regen rates giving you so much flexibility. Fight Modes: Pet Tank: Not super efficient but doable, you can even chain cast pets if you'd like. Fear Kite: Let Jobaber shine while it chases down whatever you landed darkness and fear on Root and Rot: The bees knees. Paralyzing Earth lasts forever, if you can root it (and it doesn't summon) you can kill it eventually. Tap-Tank: Chain cast Deflux and watch whatever mob lay before you fall. Charming: Find an undead, make him fight his friends rinse repeat. Oh charm breaks? Might as well Mez or feign death. You can be as engaged or disengaged as you like. Some days I take it slow and find a quiet spot to solo at a slow pace. Other days I push it to the limit and be as efficient as possible. You can do it all. Raiding: I'm only scratching the surface of necromancer raiding but it seems like there are a couple roles. -Mana Battery: Not so fun until you realize you are the reason the raid survived an encounter because the enchanter wouldn't have had the mana to keep things mezzed without your scaly ass. -DPS?: Some encounters don't need extra mana, this is where your DD and short duration dots can be useful. Depending on the mob pets are nice. Disadvantages: You have to spend a lot of time convincing people you are good at grouping. A lot of people hate our raid role but at least we aren't mages. If you pick Iksar (you should) you will look like everyone else. I know other races survive without the regen, but it makes you so powerful. What makes a necro unique is not his or her looks but his or her skills. Real talk. Druids are a good class, they are one of my favorite duoing partners. With that said Necros are unbelievably powerful. A highly skilled necromancer can do seemingly impossible thing solo, and can benefit a group even more.
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<~ Maleek * Necro * Project 1999 >< Gagresh * Warrior * Tallon Zek || Project 1999 ~>
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Last edited by knottyb0y; 05-01-2018 at 02:02 PM..
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#18
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Be necromancer as by the time you are 55 ranger will be in vogue again as the twink melee class and epic rangers are fun duo with necromancers.
They add slow, regen and movement buffs (see above post for why this synergies) and their blend of aggro, dps and tanking eliminates the need for doing 50% damage, fd and so on. | ||
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#19
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Good call. Necro/Ranger is sick
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