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Necromancer

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Necromancer.jpg

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Necromancer class icon.png
The Necromancer is a cloth wearing priest class of Arawn, lord of the underworld. Due to their allegiance to their dark master, they are granted spellcasting and combat prowess that is welcomed by Albion.

Unlike other casters, a Necromancer is powerless until it calls upon the dark magic of Arawn to transform itself into a fearsome servant controlled by an ethereal "shade". All their spells are cast through their servant (or pet). They may heal the pet, command it to cast spells on enemies, command it to attack enemies, etc.

In order to kill a Necromancer, you must first kill his pet, which forces the Necromancer to become visible, where it can then be targeted and killed. While a shade, the Necro is displayed as a translucent shadowy, floating ghost that cannot be targeted or damaged by melee or spells.

When the pet is killed or released in combat, the Necromancer returns to mortal form, alive, but with a a very small amount of health. If the pet is not injured or in combat when released, the Necromancer comes back from shade mode with no loss of health. The intent of this is to make it so as long as the pet is alive, the Necro is at full health, but when his pet dies, the Necro is extremely damaged, weak and vulnerable.

Necromancers have the ability to do damage, and the pain it inflicts brings them a surge of power or restores life to their servant. They don't drain power or life directly from their target, but they receive a portion of damage back as power or servant life.

Due to their dual shade/servant nature the casting cycle of the necromancer is unique. All spells are cast through the servant with two delays: one for the shade command and a second for the actual pet casting. Up to two spells may be in the queue at one time. Some melee oriented spells are uninterruptible and are cast instantly by the servant after the command delay. Most ranged spells have long casting delays and are interruptible unless commanded during the effect of the Facilitate Painworking spell. This spell gives the necromancer a six second window in which to cast without normal interruption.

AttributesEdit

Briton 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Saracen 60 + 45 80 + 23 60 + 15 50506060602% Slash3% Thrust5% Heat
Inconnu 70 + 45 70 + 23 50 + 15 50606060602% Crush3% Thrust5% Heat5% Spirit

The following attributes increase with every first, second or third level up starting at level 6:

  • Primary Attribute: Intelligence (45 points at level 50)
  • Secondary Attribute: Dexterity (23 points at level 50)
  • Tertiary Attribute: Quickness (15 points at level 50)

Due to the nature of the Necromancer, base Intelligence and Dexterity (to some extent) are the only Attributes that matter (Quickness is useless) when creating your character. Also Racial Resists don't transfer so don't worry about them. Because of this Choosing the Inconnu class will be your best choice due to their high Intellegence and Dexterity.

When creating your Necromancer you have 30 Starting Attributes you can spend. The following distributions are often used:

Option 1: Balanced
15 Intelligence
10 Dexterity

Option 1: Highest Direct Damage
18 Intelligence
1 Dexterity

Abilities & SpecializationEdit

409s.png Sprint

Magic
Deathsight
Painworking
Death Servant

Armor
104s.png Cloth

Weapon
209s.png Staves

Master Levels
2635s.png Convoker
2608s.png Stormlord

Sub Classes
3616s.png Acolyte
3702s.png Elementalist
3628s.png Fighter
3699s.png Mage
3636s.png Rogue

496s.png Alchemy
498s.png Armorcraft
485s.png Basic Crafting
489s.png Fletching
488s.png Spellcrafting
492s.png Tailoring
499s.png Weaponcraft
497s.png Siegecraft

Realm AbilitiesEdit

PvEEdit

Symbol vote yes2.png Primary Realm Abilities Symbol vote yes2.png Neutral.png Secondary Realm Abilities Neutral.png Symbol vote no2.png Useless Realm Abilities Symbol vote no2.png

ras.png Augmented Acuity
ras.png Mastery of Focus
ras.png Mastery of Magery
ras.png Wild Power

ras.png Augmented Dexterity
ras.png Ethereal Bond
ras.png Long Wind
ras.png Serenity
ras.png Toughness

ras.png Augmented Strength
ras.png Lifter
ras.png Mastery of Pain
ras.png Veil Recovery

3008s.png Mystic Crystal Lore
3026s.png Negative Maelstrom
3010s.png Purge
3009s.png Raging Power

3000s.png First Aid
3028s.png Ichor of the Deep
3006s.png Mastery of Concentration
3002s.png Second Wind
3007s.png The Empty Mind

PvPEdit

Symbol vote yes2.png Primary Realm Abilities Symbol vote yes2.png Neutral.png Secondary Realm Abilities Neutral.png Symbol vote no2.png Useless Realm Abilities Symbol vote no2.png

ras.png Augmented Acuity
ras.png Long Wind
ras.png Mastery of Focus
ras.png Mastery of Magery
ras.png Wild Power

ras.png Augmented Dexterity
ras.png Serenity
ras.png Toughness

ras.png Augmented Strength
ras.png Ethereal Bond
ras.png Lifter
ras.png Mastery of Pain
ras.png Veil Recovery

3028s.png Ichor of the Deep
3010s.png Purge
3007s.png The Empty Mind

3026s.png Negative Maelstrom

3000s.png First Aid
3006s.png Mastery of Concentration
3008s.png Mystic Crystal Lore
3009s.png Raging Power
3002s.png Second Wind

Realm Rank 5 Ability Edit

Name Call of Darkness
Reuse 15 minutes
Effect

When used, the Necromancer gains a buff that lasts 15 minutes. The buff will cause the Necromancer's next Pet Summon spell to have a 3 second cast time. Cast is uninteruptible and caster is immune to stun and mezz while casting.

Master Level PathsEdit

Convoker
Stormlord

Champion LevelsEdit

Useful ArtifactsEdit

WeaponsEdit

Staffs: Staff of the God / Tartaros Gift / Traldors Oracle

ArmorEdit

Chest: (None)

Sleeves:

Helmet:

Leggins: (None)

Gloves: Maddening Scalars

Boots: (None)

JewelryEdit

Necklace: (None)

Cloak: (None)

Jewel: Tablet of Atlantis / Erinys Charm / Stone of Atlantis / Egg of Youth / Eerie Stone of Darkness / Dream Sphere

Belt: Jasina's Sash

Rings: Ring of Dances

Bracer: Band of Stars / Bracer of Zo'arkat

Other Useful Items (being worked on)Edit

WeaponsEdit

Staffs: (None)

ArmorEdit

Chest: (None)

Sleeves: (None)

Helmet: (None)

Leggins: (None)

Gloves: (None)

Boots: (None)

JewelryEdit

Necklace: (None)

Cloak: (None)

Jewel: (None)

Belt: (None)

Rings: (None)

Bracer: (None)

Mythirians: (None)


TacticsEdit

PVEEdit

RVREdit

Necromancer's are an extremely versitle class in RvR. In tank Heavy groups the armor debuff they recive turns emeny players into butter. In hybrid groups they can play almost any role. And in magic heavy groups they are great to take the beating while still being able to use magic, which in turn free's up other casters. The necromancer can transfer power when needed to healing, and other magic based classes. But, the necromancer is not without offense they are given a strong base lifetap spell to help them slay their foe's. The best pets to use in RVR are the lesser zombie servant or the zombie servant. Those pets can't be mezzed which gives the Necromancer a nice advantage.


  • Showing 9 most recent

21 comments

 
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  • Moved the spell lists to the spell pages. Clicky on the specialization box.

  • need to get back to this when i get more time again.

  • I would not put Long Wind to neutral. You don't need to spec this ability higher then 1, and you don't need it if you buy endurance 4 pots. So I would put Long Wind to neutral for almost any class within PvP. Same for Mastery of Fokus, if you need it you don't need to max it, so its good at neutral. Would put Serenity to useless, for both pvp and pve. You got 100 of better ways to get mana as a necromancer, then wasting your realm ability points there. Ethereal Bond is also complete useless. Finally would put ichor and empty mind to neutral for pvp, it's not a must have and there are not many necromancers out there that max them.

    I changed the "subclass" to "base class" to fit better. The reason why it was not working is because you had to write the realm name in lower case "albion" (looking into it if i can easily change it that it accepted both lower and normal case realm names).

    You can't add Adrenaline Rush, because necromancers can't get it.

    • Thanks for fixing the sub class. BTW I don't know if Etaew made it so if you aren't logged on you can't post comments but i made a long post and hit comment and it didnt go through because i wasn't logged in >.< so redoing it again. Long Wind is useful for Every class at 1 point or 2 points. Endo 4 won't let you perma spring in combat unless you have tireless. If you have Tireless you are probably meleeing so the extra 1 endo per sprint is nice. If you are putting only Ra's that you max into the useful category i guess you would only put Purge there right? Seems pretty dumb to me. LW may be useless past 1-2 points but its the first RA almost everyone buys. Also not everyone has 150-250 gold to drop per Draught. Serenity should be in the Useless area on the PvP i messed up, ill fix it. Serenity is useful if you are Servant spec and are chain pulling mobs like in PoC. Even with a Greater Power Myth and and Multiple Power Charges you will run out of power. EB i usually bought as leftover points for power, but not uselss. MoF is the best way to increase your DPS before MoM/WP/AoA until you cap your spells. I would leave it at useful. Ichor is a must have for PvP at 1 point, i dont think any class buys it past 1 points since its used to catch people but mostly to reset snare immunity. Empty Mind is great to take on multiple casters, with everyone and their mother running MoC you can pop EM 2 and Shade LT people down while getting nuked. AR was listed in Charplan and i was getting my RA list from there since i was too lazy to log in-game atm :P.

    • Hmm the question is how we handle "useful", "neutral" and "useless". As a new player I would try to max a "useful" realm ability in any case. So if "long wind" is "useful" I may try to get it to level 5. Without knowing, that it's only good for sprint and level 1 maybe 2. Same for Ichor and MoF. If I think about it... hmm maybe we should rename this to "Max me if you can", "Get me if you want" and "Never skill me" realm abilities. Any idea for a how to name them with this logic?

      I personal don't like Ichor that much on my necromancer and I would never try to max it anyway. Empty Mind is nice but are you going to max it? no. With a strong power myth + pom 10 from the event item + mana charges it should be fine. Even if you still run out of mana then because you do some strange pve farm action, I still would call it useless because most pve necros never need it (they got mana leach). And EB is not getting away from useless just because you have nothing else to spend your points in. The clear message should just be EB = don't skill => useless.

      It's hard to say what most necromancers skill and think it's useful. Would be funny if Mythic would do a dump of what realm abilities the different classes skill.

    • We can just explain those in the RvR/PvE Tactics Area. Necro's can't use Crack Pots in Shade form so they aren't an option. Not everyone has access to Power Regen Sleeves (I do) so don;t count on it. Also Sight necros dont have mana problems but Servant do. I do pretty hardcore PvE farming. 25% Heal Bonus template with a Friar Proc Bot i can pull a good amount of mobs before i have to stop and Bomb them so i pull non stop. I mean literally non stop, LW 1 + Endo pots to perma sprint around.

      The Useless and useful things might need a change but Max isn't going to work. I can't think of 1 RA that you would max if you solo/small man/8-man/zerg. The only ones you max out in each scenario is Purge/Det/TWF that i can think off.

    • As you say only Servant necros may get mana problems and only if they do none stop crazy farming some stuff that most people don't even know is possible. But the common Servant necro does not know about that and he will not know how to make use of the realm abilities that you may need for that. So better write a guide for extreme farming where you put the realm abilities in and explain why. And here on the class page we go the common way and tell common players to not skill that. Thinking about something like Necromancer Guide Adiel Pelayo's PoC Guide. Can add a Guide selection here on the bot of the Page that lists all guides within the selection. What do you think about this?

      Well I would not call them "Max" it's just "Try to max" or "More is better" or hmm "Primary RAs" "Secondary RAs" and "Useless RAs" maybe? Maxed out many RAs: Det (every tank), Purge (healer, sorc, infi), Strength (paladin), MoPain (paladin), MoC (many casters), MoM (wizzard, necro), WP (wizzard, necro), Concentration (theurg), BAOD (heretic, theurg), PD (bonedancer), BoF (cleric, druid). And many more RA's that I would put to the "Primary RAs" selection, while all others I skill and don't try to max would be in the "Secondary RAs" selection.

    • Your max RA's wouldn't work. Stoicism Tanks might max Det 9 in group setting but Solo they are going to run Purge 5. Primary and Secondary does sound good. Yes my farming is a bit extreme but even then you can run out of power as most people have 1-2 power charges and the DD nuke eats up a ton of power.

  • So i added final touches to the RA section and basically Useful means that most of the time no matter the spec the Ra will be a good buy, Neutral means depending on spec. Useless means no matter the spec or on extremely rare things you want to do will it be useful. BTW i tried to add Adrenaline Rush to Useless on both sides and it wouldn't let me.

  • BTW can you add this as the picture up top, it keeps saying ti wont accept the format when it should. http://camelotherald.wikia.com/wiki/File:Necro_Pic.png

  • I think it would be better to not put spell descriptions into the class page. We should create a own page for each spell line and add the information there. That would be much better to handel. And well we need some good templates for Spells, Styles and Abilities to handle them.

    • Most classes have diff spells in each line, usually only baseline are the same. Also Necromancer spells are unique to the class so i disagree.

    • I do agree with Vanesyra and this is how I've always planned to implement spells lists, having a seperate page for them. I see your point about it being unique to Necromancers, but it has to be consistant with other classes we add.

    • You are right that the spells are unique. But that doesn't change anything. First we should keep all class pages build the same way, so if we would put spell info into one page, we have to do so on every other class as well. Second we should keep a focus on what's important on a page. On a class page I want to get information about the class itself, how to play? what items are a must have? what realm abilities are good? what's special about a class? If I want information about a spell I look on the spell page (that is linked on the class page!). An other example: We also should not explain the different master level abilities on the class page. We should link to the master level page for this. We should only explain the players what master level he should pick. Same for spells :) By the way, you may take a look at the Paladin class page and the chants and two hand spell pages. I added some nice templates for creating them there :)

    • Those are some nice templates, i guess ill do it as you guys say because i agree that class pages should look roughly the same.

  • I have been thinking about making a Wishlist for each Class where Players can Submit non inbalancing suggestions for their classes. For instance mine would be Necros get a better shade form. Let me know what you think.

    • That opens up another can of worms adding player wishlists, that's completely subject to opinion also. I want pulsing blade turn with instant teleport and stealth! Not sure on this one.

  • Awsome thank you for taking the inniative Adiel I am Kamlauaut the highest active Realm rank (11L8) necro Ill help make this page with you. Looks like you have done some nice work!

  • Currently will be working on the necromancer part. Played one for many years in PvE and PvP. If you think something should be added feel free to tell me to see if i have a plan to add it.

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