Rotmg Max Stats For Necro

broken image


For
Rotmg max stats necromancer
Rotmg max stats for necromancer
  • Max Min Avg Max HP 100 20 30 480 575 670 670 MP 100 5 15 195 290 385 385 Attack 12 1 2 31 40 50 60 Defense 0 0 0 0 0 0 25 Dexterity 15 1 2 34 43 53 60 Speed 10 0 2 10 29 48 50 Vitality 10 0 1 10 19 29 30 Wisdom 12 1 2 31 40 50 75.
  • There are 8 potion types, one for every stat. Mana and Life potions will increase stats by 5 points, all other potions will increase the stats by 1 point. All potions are loot dropped by the Gods. It's not an easy task to slay a god, and the last thing you want to do is lose your level 20 character.

Introduced in Build 104, the Necromancer is a long-range fighter who uses a staff and wears robe armor. His special attack targets enemies, dealing damage to them and absorbing that damage into health for the Necromancer and his allies. Very similar to the Wizard, but with a bit less DPS, he is a fairly popular class that can be very powerful in the right hands. To unlock the Necromancer you must reach level 20 with the Priest and the Wizard. See his stat gains, caps, and averages here.


The Staff of Astral Knowledge/Staff of the Cosmic Whole should be the Necromancer's main weapons. The excellent staff range combined with linear bullets and great damage allow the Necromancer to attack enemies from afar without putting himself in great danger. These are the ideal weapons to farm gods for stat increasing potions, kill events and dungeon bosses, and of course fight Oryx. Most UT staves offer small benefits such as piercing, higher DPS on lower DEF enemies, and more, but tiered staves can't be beat in terms of consistency across the board.


The Staff of Extreme Prejudice is a more peculiar staff, and has its special uses. This staff has an incredibly high damage output, with 10 shots at high damage firing all around the user, at low range. Unfortunately, you have to stand on the enemy to land all shots. Using this weapon to attack most stronger enemies or gods is out of the question, as its low range puts the Necromancer in danger due to his low defense. However, some enemies such as the Pentaract Towers or the Mysterious Crystal are perfect targets for this staff. Moreover, this staff can be used when walking through the lower lands, or when navigating a dungeon with weaker enemies, to provide a pseudo-shield. The Wizard is much more effective at using this staff than the Necromancer is, so weakening Pentaract towers is a good idea before killing them. Use this staff only on certain occasions; you don't want to hug a Cube God with this staff.

The Necromancer wears robes, which greatly limit his defensive capabilities, in order to balance out his offensive capabilities with the staff. As a robe class, it is not recommended to routinely fight at close range with the Necromancer, and stay far away from enemies to damage them safely. However, certain enemies such as Sprite gods are much easier to defeat by strafing at relatively close range.

Welcome to the Stamina Necromancer Build PvE 'Reaper' for Elder Scrolls Online. Make sure to bookmark the link as I will keep updating the build for each new Update of ESO. The Reaper Build is optimized for Trials, Dungeons, Arena and Overland. The cheapest RotMG shop with INSTANT delivery. Buy Realm of the Mad God STs, Skins, Tops, Rings, Potions, Eggs, and accounts. Our RotMG store also has a free Hacked Client!

Ability

When you activate your special, you will shoot a beam that explodes into a circle at your mouse cursor. Any enemies in the radius will take damage, which is converted into health for you and any nearby allies. Using your special effectively is easy with practice, but is very necessary to compensate for the necromancer's low vitality.

Although the drain does a small amount of damage that can only pierce a certain amount of defense, its main purpose is to heal you and your nearby allies. The amount of health gained is equal to the total amount of damage done. You cannot heal more from a single enemy than their max hp.

Healing is best done against multiple enemies, depending on the level of your skull and the difficulty of your enemies. Of all the healing methods available in this game, the Necromancer's heal is potentially the riskiest due to the fact that you need to heal from enemies who could potentially kill you. Thankfully, the Necromancer's heal is also the most rewarding in the game, having the potential to heal far more at a single time than any other class in the game. Stock up on mana pots whenever possible, as the Necromancer does take a far amount of mana up in order to fuel his skull, and your starting wisdom won't be nearly enough to keep the higher tiered skulls stocked if you aren't good at dodging.

The Necromancer does deal damage very quickly against enemies with low armor. In fact, this high damage from the Necromancer makes him more of a damage per second class than a healer class; the healing allows him to be very independent and makes the Necromancer arguably the best class in the game for farming in the godlands, and he can be a useful party member for Event Bosses or Dungeons.

As you get better with the Necromancer, you may want to control the amount of enemies you absorb for health; You don't need to hit every single enemy to get a good heal; anywhere between 4-6 enemies is good enough to heal more than a priest with the top tome can heal, and a good player will not wait until they need to heal 500+ hp.


Necromancers in the past used Essence Tap or Soul Siphon as their main skull for its lower MP cost, but this is less common after the buff that lowered MP cost and made healing capped separately from damage. The Crystal Skull costs the same amount of MP as Essence Tap does, but does less than two thirds of the damage with a larger radius that allows you to target more enemies and possibly heal more. The Crystal Skull does not see much usage due to its low heal, but most players seeking a larger radius skull use its midgame counterpart: the Sealed Crystal Skull.


Lifedrinker and Bloodsucker are your bread and butter as a necromancer, giving you a large HP bonus for extra survivibiilty and the best healing for almost any situation.


These skulls all have less bonus HP and healing compared to tiered skulls, but they boost your damage significantly. The Demon Lord's Skull is a skull that has slightly less worse bonus HP than T5 but completely forgoes all healing in exchange for better WIS mod and a 70% chance to summon a powerful minion. This skull works wonders for DPS on builds without much DEX or ATK or in groups where you can already get a damaging buff.

When you can't get damaging easily, Memento Mori fills a similar niche, sacrificing all healing for pure damage. However, Mori's damage primarily comes from its damaging buff on self and its ability's 400 piercing damage. Its ENORMOUS +10 ATK on equip also makes it powerful even in groups with Paladins. However, the skull also gives no HP AT ALL and can be riskier than other options such as the Skull of Corrupted Souls. Despite this, its sheer strength and ease of farming (since it drops from Ghost Kings) make it worthwhile to farm for.

The Skull of Corrupted Souls is much less extreme compared to the two aforementioned skulls. It has reduced ability radius, base damage, and heal in exchange for stronger wisdom scaling, lower cost, and applying curse. Curse is a nice way to increase DPS for yourself or a group without mystics, and it still gives a respectable amount of HP on equip. Its balanced strength and relative ease to farm (since Cultist Hideouts are run so often) make it a nice skull to go for.


The Skull of Endless Torment is an interesting skull that revolves around purifying yourself or the group. While inconsistent, this skull can be a godsend in status-heavy (and minion-heavy) dungeons such as Fungal Caverns, and ironically, Lair of Shaitans. It scales well with wisdom as well and has nice stat bonuses on equip, but its inconsistency and rarity as a drop from a Court dungeon make it rather undesirable.


The Skullish Remains of Esben is a UT skull that has less HP and worse healing and radius compared to a T6 in exchange for slowing and a nice ATK boost. The slowing effect is instant and and on your cursor, making it fast and accurate to deploy despite its relatively short duration. However, the radius of this skull is very small (3 range, same as the T2 Heartstealer Skull) and its -3 SPD and lesser HP bonus can be uncomfortable to use when slowing isn't necessary. As a reasonably powerful skull from a reasonably common dungeon, this skull is worth farming for.


The Perennial Cranium is a strange skull that does a small amount of damage and healing on use, but spawns a plant that leaches health in a small radius. The total damage is quite good, but it's spread over time and its healing only applies if YOU are also in the radius, making it a risky to utilise fully. Strangely, the heal seems to work even with no enemy in its radius. Even with this extra quirk, its rarity as a drop from a seasonal event dungeon means it may not be worth the effort to farm.

The Necromancer, along with other robe classes, is one of the more fragile classes in the game. However, the Necromancer's powerful healing makes it second in durability only to the Priest, and is capable of taking a lot of damage. Still, he is rather weak to shotguns and can easily pop if you aren't careful.

An ummaxed Necromancer can farm fairly well, as its range and stats are enough to easily farm gods and their dungeons solo. When maxed, the Necromancer can take on even tougher enemies and dungeons without needing to rely on a group. However, silence is more dangerous for the necromancer than other classes due to its reliance on its ability for heals, not just damage or utility.

Group Role / Godlands

In Godlands, try to keep your healing to a minimum if there are decent priests or paladins around. Save your mana for when someone pulls several gods at the same time and leads them towards the group, and heal when people start taking a lot of damage from the cluster of gods. Focus mostly on dodging and killing gods as fast as you can.

You may not find yourself in a group in godlands much, however, because Necromancer is especially suited to go solo in godlands, and can deal with every God efficiently, as well as take on every dungeon that may be dropped. In groups or alone, pay attention the map, since it will give you advance warning of incoming enemies well before you can see them on screen, even if you're off-centered. Constructs and Sprite Gods (only useful if they have sprite children with them) are very useful for a quick heal after losing some health.

If you want to do Event Bosses, get your defense up before you do and bring a defense ring. Event bosses have many minions which aid your healing, but you can run to a nearby construct to heal as well.

The Necromancer is a very powerful class in the right hands, able to accomplish a lot by himself with utility in every situation, even capable of doing some tanking with his very powerful heals. In addition, the Necromancer has been long renowned as a master farmer for pots in the godlands. He can be one of the most satisfying classes to play well. Necro gaaaaaang

Tips

Rotmg Max Stats For Necromancer

  • When in the God Lands and on low HP, Constructs can make perfect healing targets.
  • Sprite Gods make for more powerful heals due to their Sprite Children, who have 0 Def and 50 HP, which makes them a go-to if you happen to be farming
  • Skulls heal the people AROUND YOU, not the area around the enemy. People get confused with that sometimes.
  • Feel free to use your skull to supplement your damage if you are confident, but make sure to use your skull for healing first and foremost




broken image