Necromancer Class Guide
Necromancers are ranged DPS (damage per second) casters that use a Scythe and their own life force, which they convert into Necrotic Energy while casting spells. They can later use that built up necrotic energy to prevent their own death. It is quite unique in that it cannot move and attack like other ranged classes, so it plays a bit more like a melee class.
SOLO & TEAM PLAY
When facing enemies on the weaker side, begin by placing Cursed Land on them, which will slow and shackle them inside the area of effect. Follow this up by taking your Summoning Stance—in this stance, the Necromancer gains access to three summoning abilities, each able to summon different Ghostly minions with their own unique abilities and purpose. Select the Summon: Ghostly Skeleton ability to call a Skeleton Archer to your side that will shower enemies in an area around your target with arrows. In the meantime, the Necromancer can use its death magic to cast Hellfire, and finish off any stragglers with either Ritual Strike, which will give your companion a chance to attack as well, or with Skull Throw.
TIP: The Necromancer can use Possession to heal the summoned minion and increase its power if they deem it necessary.
When facing particularly strong enemies, begin with Summoning Stance and depending on the enemy, use either Summon: Ghostly Skeleton or Summon: Ghostly Carrion. Ghostly Skeleton will automatically target the enemy even if it’s moving while Ghostly Carrion will do more damage to a single enemy. If that enemy is mobile, the carrion will have a hard time keeping up, as it is a slow melee attacker. Follow this up with Possession to increase the summoned minion’s power, then apply Plague Storm to the enemy. Use Skull Throw for some additional damage, then continue to reapply Plague Storm while also using Ritual Strike in between so your companion can also get in on the action.
The Necromancer is known affectionately as “the immortal class” due to its great survivability and its powerful Lich Form. If you get into a sticky situation, distract surrounding enemies with Summon: Ghostly Vipers, which enhances the Necromancer’s defenses by reducing the amount of incoming damage they take from all sources. If this isn’t quite enough, you can open a Rift of Horror which will unleash spirits of fear that will possess enemies and make them flee for their lives. Shadow of the Past is another tool a Necromancer can use and is a statue that will preserve the Necromancer’s current state at the time of casting, and after some time restore it (even if you gain more HP, it will still revert to your previous state).
Last but not least, when the Necromancer’s life leaves its body, it takes on a Lich Form. While in Lich Form you will gain two new abilities: Sickening Nightmare and Volley of Darkness, and when used in unison, these abilities steal the life force of enemies and restore it to you. Use Sickening Nightmare to apply an effect of the same name on the enemy, then strike with Volley of Darkness to knock enemies back and recover 10% of your life for each stack of Sickening Nightmare applied to all enemies hit by Volley of Darkness.
TIP: Multiple enemies with one stack each will heal the same amount as a single enemy with many stacks.
The Necromancer is still not done, and you can use Ghostly Flow to restore your Lich Form immediately and also recover your Necrotic Energy (Note: Necrotic Energy increases the duration of Lich Form, that is its only purpose), so if the Necromancer is to fall a second time, they will rise a second time. Ghostly Flow also summons three Ghastly Ghouls which can attack and distract enemies, so you can choose to use it offensively or defensively.
TIP: Necrotic Energy serves to only increase the duration of Lich Form.
As a DPS class, trusty damage-enhancing stats like Main Damage, Critical Damage, and Critical Chance work well.
|Cursed Land||Creates an area of Cursed Land. The movement speed of all enemies in the area is reduced by 50%. Enemies that die on the Cursed Land turn into Carrions (up to three) and fight on the Necromancer's side for 20 seconds. Consumes 3% of health and generates 3 points of Necrotic Energy if the Necromancer is in combat when using this ability. Pulls the enemies that try to leave the Cursed Land back to the center. The effect can be applied to each enemy no more than once every 12 seconds.|
|Summon: Ghostly Skeleton||Summons a Skeleton that inflicts X damage to several enemies every 6 seconds. Consumes 15% of the Necromancer's health and creates 15 points of Necrotic Energy.|
|Hellfire||Inflicts X damage to all enemies in a 8 yard radius of the selected enemy and X damage every second for 5 seconds. If Hellfire hits three or more enemies, the next Hellfire attacks will inflict 50% more damage. The effect stacks up to 2 times and lasts 5 seconds.|
|Ritual Strike||Deals X damage to the enemy. Activates companion’s attack. Companion’s attack deals 2 times more damage.|
|Skull Throw||Inflicts X damage to the enemy. Consumes 10% of the Necromancer's health and generates 10 points of Necrotic Energy. When hitting monsters below the Elite level and player characters, the damage is increased by 30% for 8 seconds. Ritual Strike, Plague Storm and Hellfire have, respectfully, 25%, 25% and 10% chance to apply Toothy Grin to the Necromancer for 15 seconds. Toothy Grin resets the remaining cooldown of Skull Throw, increases the damage of the next use by 100%, and the critical hit chance by 50%.|
|Possession||Increases the damage dealt of summoned allies by 200% for 12 seconds, completely restoring their health and removing all control effects when it is first used and every 3 seconds for the next 12 seconds. Consumes 7% of the Necromancer's health and creates 7 points of Necrotic Energy. The ability is available in PvE adventures only.|
|Summon: Ghostly Carrion||Summons a Carrion that inflicts significant damage to a single target (X damage from Violent Attack every 0.5 seconds). Consumes 15% of the Necromancer's health and creates 15 points of Necrotic Energy.|
|Plague Storm||Inflicts X damage to the enemy every 1.25 seconds for 8 seconds. The damage of the ability grows proportionally with the amount of health the target loses, up to a 200% damage bonus when the enemy’s health is below 20%. If the target dies, its body will be picked up to inflict X damage to the next enemy. Use this ability again to drop the body. The damage is increased by 40% for every enemy killed with the ability, up to a 200% damage bonus.|
|Summon: Ghostly Vipers||Summons three snakes that take 45% of damage intended for the Necromancer and distract enemies for 10 seconds. Consumes 15% of the Necromancer's health and generates 15 points of Necrotic Energy. Viper’s bite will slow the enemy down by 70%, and if the enemy tries to move, the poison from the bite will inflict 300% more damage. Killed Vipers have a 75% chance to rejoin the fight.|
|Rift of Horror||Creates a rift in the ground that inflicts X damage. Monsters in the area of effect take X damage every 0.5 seconds for 15 seconds, as well as get into a panic for 10 seconds. Consumes 8% of the Necromancer's health and creates 8 points of Necrotic Energy. The ability is available in PvE adventures only.|
|Shadow of the Past||Creates a magic statue. After 5 seconds, it pulls the Necromancer towards it and restores their health to the amount they had at the time the ability was used.|
|Sickening Nightmare||Deals X damage to the enemy and restores health to the Necromancer every second for 10 seconds. Stacks up to 20 times.|
|Volley of Darkness||Deals X damage and knocks enemies back. The Necromancer recovers health in proportion to the number of flies released by Sickening Nightmare. The ability is available in PvE adventures only.|
Summons 3 waves of ghosts that deal X damage to all enemies in their path, and 3 cursed Carrions that will fight on the Necromancer's side for 20 seconds. Victims of Ghostly Flow have their current abilities interrupted as they are stunned for 1 second and immobilized. They then slowly recover their movement speed over the next 15 seconds. Generates 11 points of Necrotic Energy and reduces the cooldown of the Lich form by 6 seconds for each affected enemy for each of the 3 waves of ghosts.
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