Necromancer
Creation
Guide
by Polkadots
|
Archetype:
Arcane Caster
Primary Attributes:
INT,
WIS, VIT
Continents:
All
|
Necromancers
are the primary pet class in Vanguard Saga of Heroes. They are
masters of the undead and have permanent pets called an Abomination,
temporary pets called minions, Animated Fallen Foe pets, and a variety
of spells and abilities.
Intelligence, wisdom, and vitality
are the Necromancer's primary attributes because a Necromancer lives or
dies
by his
spells. Intelligence increases the potency
of his spells while wisdom increases his mana
pool. Vitality
helps the
Necromancer
regenerate energy faster in battle.
Building a good Necromancer takes some careful planning at the
character
creation screen and requires you to learn a handful of tactics in the
lower levels.
Selecting
the Right Race
Necromancers of all races start with the same attributes, but
the
choice
of race can affect how many points the Necromancer automatically gets
placed
into its prime attributes.
Starting
attributes:
STR
|
CON
|
DEX
|
VIT
|
INT
|
WIS
|
30
|
25
|
20
|
35
|
50
|
50
|
Each character
gets 20 attribute
points
(AP) per level, starting at level 10. 6 of your AP are placed
for you automatically--one per attribute (STR, CON, DEX, VIT, INT,
WIS). 4 points are assigned to attributes based on your race if you are
not a human (humans are kojani, mordebi, qaliathari, and thestran).
You can
place 10 (14 for humans) wherever you want to within soft caps of 5 per
level.
Additionally,
characters get
racial bonuses to their soft caps. These
are called preferred stats and allow characters of a race to flesh out
in a way that reflects the traits of the race. Non-human races get 4
bonus points to soft caps (usually two or three attributes only) while
human
races get 6, 1 for each attribute. Thus, a human can be more balanced,
while a non-human becomes more specialized.
The table below shows the attribute scores at level 50 before
gear
and buffs for
the Necromancer based on the race selected. We've highlighted the best
results for each of the primary attributes for you. It is possible to
reach the soft cap for three attributes as a human, but those soft caps
may be lower than those attainable by other races. For example, a
qaliathari Necromancer can reach the soft cap of 246 in WIS, VIT, and
INT. A kurashasa Necromancer can reach soft caps of 205 in
VIT,
246 in WIS, and 287 in INT.
Racial
Abilities
The other important factor to consider when picking the race for your
Necromancer is racial abilities. With their short durations and long
recasts,
racial abilities are less important than attributes in the selection
process, but they can be used to pick between races that are otherwise
equal. The racial abilities are listed below.
Thestran: Inspirational
Commands
You will have 3 inspirational commands at your disposal:
Inspirational Presence, Inspirational Wisdom, and Inspirational
Tactics. Each command is a group buff that will add either 2% to
mitigation, a 3% reduction to mana cost of all spells, or a 2% increase
in damage. You may only maintain one command at a time, however you may
have all 3 effects active at the same time. Recast is instant.
Human Ingenuity: + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking
Vulmane: Spiritual Bond
This ability will apply an effect to every member in your group,
allowing 35% of all damage done by them to return to you in the form of
health for 20 seconds. Recast is 15 minutes.
Animal Reflexes: 10% bonus to run speed.
Crafting: +10 Problem Solving
Harvesting: +5 Skinning
Kojani:
Spirit of Jin
This ability will immediately restore 45% of energy and hit points to
the target. This ability has a diminishing effect on any target that
has benefitted from this ability (used by another player) in the last
10 minutes. Recast is 30 minutes.
Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking
Goblin: Hex of Ghalnn
Whoever is afflicted by this hex will return 3% of the mana and hit
points for every hit that is made on them. The effect lasts for 60
seconds. Recast is 15 minutes.
Small Race: 2% bonus to evasion
Crafting: +10 Reasoning
Harvesting: +5 Mining
Qaliathari:
Swiftness of the Sands
For this next 10 seconds, you will evade all melee attacks and spells.
Recast is 30 minutes.
Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking
Dark Elf: Spawn of Haelufir
This ability allows you to summon forth a small drake for a short
duration. The type of drake you summon will be based on class and
level. Each type of drake will have a variety of effects at their
disposal, ranging from group auras, to breath attacks. The
higher
level drakes will also learn spells that are sympathetic with their
associated class. Recast is 30 minutes.
Elven Wisdom: 2% reduction in mana cost
Crafting: +10 Finesse
Harvesting: +5 Skinning
Gnome: Forge Crystal
This ability allows you to operate a variety of devices, only
available to gnomes, which are able to materialize a energy crystals.
Crystals will have several common effects, ranging from percentage
based mana, health, and endurance heals to several uncommon, rare, and
even ultra rare effects such as prismatic group resist buffs, rune and
damage shields, minion summons, and more.
Small Race: 2% bonus to evasion
Crafting: +10 Problem Solving
Harvesting: +5 Mining
Kurashasa:
Symbiotic Armor
When this armor is active you will be protected by a proc (a process
that fires under certain conditions). In addition to a rune that
mitigates 25% of all types of damage,
you have a chance to apply an effect to all enemies within a 20 meter
point-blank
radius when you attack, cast a spell, or receive damage. Anyone
affected by this debuff will become snared and slowed. Recast is 30
minutes.
Animal Reflexes: 10% bonus to run speed.
Crafting: +10 Reasoning
Harvesting: +5 Skinning
Level 1-10 Tactics
You will find the necromancer to be one of the primere solo classes in
Vanguard and he / she will breeze through levels 1 - 10. You won't have
to stray a long way from any starting city to find suitable creatures
to fight. Keep your eyes open, and do every quest you find in your
starting area and you will be on your way. Be aware of the considering
system in Vanguard. Not only do you have levels, but you also have a
number of dots associated with each mob, determining how difficult that
mob will be. A level 5 two dot monster will be much easier then a level
4 three dot, for example. Try and stick with 2 dot mobs in and around
your level; a level or two higher will be ok, but 3 or more levels
above you and you will have a fair amount of resists, which can result
in death. If a monster can reach you, you are in trouble.
From level 1
- 2, simply kill a few monsters by nuking them at max
range. Start off
each fight at max range so the mobs have a long way to run to reach
you. By doing this, you will be able to get in an extra cast or two,
which at this level is death for your opponent.
You begin the game with two spells, Bone Spike and Power of the Grave.
Bone spike is your basic direct damage (DD) spell. You cast the spell,
and once done casting a spike flies at your target, instantly dealing
damage. Power of the Grave is a buff that will grant your defensive
target 9 intelligence and 9 constitution. You should keep this buff
active at all times as it increases your hit points, resists, and spell
damage. From level one to two you will basically just cast your DD
spell at a monster from a far distance, and once again while he is
running and perhaps once more when he gets to you. It won't take any
time at all before you reach level two.
As soon as you hit
level
2, you want to return to your city's local
spell trainer and pick up your first spell, Torment. This is your basic
snare type spell. It will slow a mobs movement speed by 50% for 32
seconds while dealing damage to boot. This should be your opening spell
most of the time, as this will give you plenty of breathing room if you
get in trouble. The trick to kiting successfully is to use every tool
in your arsenal to avoid getting hit. You're not a tank, and you don't
have the hitpoints to endure a lot of damage. Yes, you'll get hit once
in a while when things go wrong (as they inevitably do), but a good
Necromancer knows how to fight from a distance.
Now that you have a snare spell at your disposal use this to your
advantage.
From levels
2-4, snare a mob and kite him around. What this
means is that once you have the mob snared, you can move freely to max
distance and cast spells. While that mob runs toward you, you can cast
and move again to max distance. Keep this up until level four when you
get your pet. Remember Torment lasts for 32 seconds, which should be
enough for you to lay waste to anything at this level. If something
goes wrong and you feel like your 32 seconds is almost up, recast the
spell. Torment has a 6 second refresh, so it would be better to cast
this spell about 25 seconds after you cast the first Torment, in case
of a resist. Again, keeping the mob away from you is vital; if a mob
can reach you it won't take him many hits to kill you. At level 4 you
get your first pet and combat changes a bit, but these basic tactics
will apply most of your career as a Necromancer.
Congratulations, you have reached
level
4 and you receive your pet, the
Abomination. These pets have a fair amount of hit points, but do not
maintain aggro very well at the lower levels. Your spells will be doing
a lot of damage in comparison to your pet. Remember the basics above
apply here. First thing you should do, now that you have your pet, is
send him in to build a little aggro. Once your pet has had a few
seconds on the mob cast Torment. Once done, feel free to unload. If the
monster continues to attack your pet, then you can finish him off
without moving, but if the mob notices you and begins moving toward
you, move around out of distance and either let your pet finish him off
or you can. For future reference, having a mob chase you while your pet
beats on it is what's called reverse kiting. Continue on this path
until level 6.
Great, you have reached
level
6. Things are starting to slow down a
little on experience and you are beginning to see the tools you have
available. You receive your fear spell at level 6, and let me tell you
this bad boy is a life saver, but be careful. Fearing a mob into a
group of his friends will cause most of them to come running, and not
at your pet, but YOU!!! Earlier I described a tactic called reverse
kiting. When reverse kiting you control the path a mob takes because he
will follow you. Fear kiting is similar with one major concern, you do
not control the path of the mob. If you have an open area fearing a mob
is not a problem. This will give you and your pet time to beat on him
for 15 seconds without any worry of death. If you are in a more crowded
area though, be careful. Perhaps reverse kiting the mob is a better
route. This will be determined by your playing style and the area you
are in, but at least you have options.
At
level 8
you receive your first lifetap spell. Lifetaps are a form of
magic, which will damage your opponent, and return said damage to you
in the form of health. This will prove to be very helpful. You can now
fully sustain yourself. If you get hit, which is going to happen, you
can now trade your mana for hitpoints. Remember guys, a Necromancer
with 0 mana and 100% life is much better then a Necromancer with 0%
life and 100% mana. Use your lifetaps when needed. They are a great
tool for killing a mob, or as a secondary tool to keep you alive. One
thing to note; you will notice that the damage to mana ratio of lifetap
spells is not nearly as good as your other type of spells. Because of
this, utilize your spells for the given situation. If you need to cause
instant direct damage, use your bone spike spell. If you need life,
your drain life spell will suffice. Continue feeling out your
playstyle, and figuring out every aspect of your Necromancer, you will
be level 10 and on your own shortly.
Well done! You have reached
level
10. You are ready to explore your
world beyond your basic starting areas. While you have learned the
basics of your class, you have yet to experience anything Vanguard has
to throw at you. Below I will go over a few things to remember out in
the world to keep you alive.
New combat spells at
level 10
You have received three spells that I will explain as they are vital to
you. Underground Journey is what we call an evacuation spell. This
spell will take you to the nearest safe spot. It has a 6 second cast
time so you may need to fear mobs away or keep them snared and run a
bit, but casting this and being alive is much better then dying.
Usually the return trip to your grinding spot is a short distance.
The second spell, Annul Magic, is what we call a counter ability. As
you progress you will begin identifying what spells mobs are casting.
As you get better at this Annul Magic will allow you to counter the
spells. Potentially stopping a heal or buff on the monster, or stopping
a fireball from hitting you will save you a lot of heartache.
The third spell is called Sealed Fate. This is a physical finishing
move. To activate this ability one of your physical based spells has to
critically hit the mob. When you mouse over a spell it will tell you
what type of spell it is, whether spiritual or physical. Remember, only
the physical crits will activate sealed fate. Spells like Bone spike
and Plague of Infestation are two physical spells. When your Sealed
Fate ability lights up, use it!!! It only has a 5 min recast time, and
will basically destroy any mob you successfully land this spell on.
Mind Your Surroundings
Adds are those monsters that attack you while you're trying to take out
another one. It's important to know what monsters are around you at all
times, and kiting works best in an open area where you have good
visibility. I've occasionally gone into Vanguard graphics settings and
turned off the grass feature so that I can better see the monsters
around me while soloing. You'd be surprised what you'll trip over in
the high grass if you're not careful.
It's important to take out the aggressive monsters in an area first.
Look around and find those that will attack you on site, and those that
will only attack if you attack them first. (To check if a monster will
attack you, just target it. Aggressive mobs will have a red name, while
non-aggressive ones will have a yellow name.) Obviously, the mobs that
will aggro you if you run by must be eliminated before you start
hunting the non-aggro mobs.
Despite your best intentions, sometimes situations will come up.
Perhaps an aggressive mob spawned right on top of you, or you didn't
see that mob hiding behind a tree. Some mobs are social, and will help
their friends if they're in the vicinity. No matter how you acquire an
add, always snare it, even if you're going to end up running away. A
snared mob won't be able to catch up with you and hit you from behind.
The reason you want to snare instead of fear is because our fear spell
has a cast time (albeit only 1 second), where as Torment is instant.
Another reason you don't want to fear right away is if there are other
mobs around that can add as well.
Caster / Range Mobs are
Evil
As a rule, you'll want to avoid mobs that do a lot of casting or ranged
damage; they can spell your doom (pun intended) while kiting. But
should you come across some casters be ready to counter their spells or
attacks whenever you happen to perceive their actions. When you've
perceived an enemy's next move, you'll see a message telling you so
near the target recticle, and notice a timer counting down on your
annul magic chain button. This gives you a certain amount of time to
react to the spell by using your Annul Magic ability. You won't
perceive enemy actions all of the time (your perception is linked to
your Intelligence and Wisdom attributes, and will increase as those
stats increase, as well as through experience and use), but when you
do, make certain to use Annul Magic for a chance to counter the spell
effect.
There are some casters with limited abilities that you can handle
easily enough. Spiders are a good example. They'll snare you, but you
should still be able to remain at enough of a distance to kite them
without sustaining much damage. The trick is to experiment and come to
know the mobs you're dealing with and what they're capable of. And
remember, if you just can't get that mob away from you, you can always
fear and evac (Underground Journey spell). Just remember where you are
and what is around you.
Practice Makes Perfect
After a while, you should get the rhythm of kiting and have little
problems progressing quickly beyond level 10. While kiting isn't
necessarily the most exciting way to progress, nor the fastest
(grouping should get you where you want to go faster than soloing),
it's great for the player who likes a little alone time, or wants to
learn to play his class well before adventuring with a group.
Other
Necromancer Resources at Ten Ton
Hammer