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F r o n t i e r s
==================
Table of Contents
==================
I. Non-game Information
II. Introduction
III. Choosing your Race
IV. Choosing your Master Class
V. Training Points and CMs
VI. Quests
VII. Path Choices
VIII. Optimal Gear
IX. Builds and How to Play Them
X. Credits
===========================
I. Non-game Information
===========================
++++++++++++++++++
Legal Information
++++++++++++++++++
I personally don't care if you want to post this FAQ on your site because the
more people who get this information, the better. However, this guide
is not to be sold in any way, shape or form by anyone. Also, please don't alter
the guide if you're going to put it on your own personal site so people know
who went to the trouble of making this.
++++++++++++++++
Version History
++++++++++++++++
Version .7 - Added TP/CMs, Path Choices and the Builds sections.
Version .5 - Non-game Information, Introduction, Race and Master Class sections
added.
+++++++++++++++++++++++
C. About this Guide
+++++++++++++++++++++++
This guide is on all things Necromancer for the game of Everquest Online
Adventures. Upon finishing the full and completed version you should have
everything you need to effectively build and play your brand new necro or maybe
even polish up your old one. With the recent pet power level glitch, most of
the servers have become swarmed with necromancers who really haven't had the
time to really learn their class, so thats one of my main reasons for writing
this guide. As I am just 1 lone necro, some of you with your own necros might
see things differently than me, and that's fine. Please don't send me mail with
flames and such as they will most likely be deleted w/o being read. Any civil
and productive opinions are most welcome and if you bring something to my
attention that I was wrong about, you'll recieve due credit. If you see
something that needs correcting, please send me a mail at
[email protected].
With that out of the way, read on to start the road to building that
Swarming Death with a pet necro that you've been hearing about :P.
I dedicate this guide to my good friend, Avalios. He helped me become the necro
I am today and for this and many other important lessons, I thank you. He's now
on FFXI but I hope he reads this and is proud :).
===================
II. Introduction
===================
If you're reading this, you're probably thinking about making a necromancer or
you need help building your current one. To start this process off you have
to look at what exactly a necromancer is. Necromancers are one of if not the
most versitile class, with only bards as competetion. A skilled necromancer
can heal, restore mana, be a very powerful DD, and with addition of the new
were animal quests be crowd control and buff the party. They are also probably
the most effective soloers if built to do so.
=========================
III. Choosing your Race
=========================
This is the first step in the character creation process, and helps bring out
the full potential of the nec you want to make. Some races have better starting
stats and class masteries(CMs) for the necro class. The possible races you can
choose for your necromancer are East Human, Gnome, Ogre, Dark Elf, and Erudite.
In this section I'll go over the starting stats of each race and their CM
lists.
+++++++++++++++
Starting Stats
+++++++++++++++
============================================\
|E. Hum |Gno |Ogre |D. Elf |Eru |
============================================|
STR | 65 | 60 | 80 | 60 | 60 |
STA | 75 | 70 | 85 | 75 | 70 |
DEX | 65 | 70 | 60 | 70 | 70 |
AGI | 55 | 60 | 50 | 50 | 60 |
INT | 80 | 90 | 75 | 90 | 90 |
WIS | 60 | 55 | 55 | 60 | 55 |
CHA | 55 | 50 | 50 | 50 | 50 |
============================================/
+++++++++++++++
East Human CMs
+++++++++++++++
Retreat - 15 cost group movement rate increase (like the Druid/Shaman spell
Spirit of Wolf, only very short duration)
Leadership - 25 cost group Stamina/Wisdom buff
Military Training - 15 cost OFF MOD 1
Martial Training - 15 cost DEF MOD 1
++++++++++
Gnome CMs
++++++++++
Curiosity - 5 cost 10 Int 50 power
Cantrip - 20 cost 5 PoT, gives small damage nuke
Invention - 20 cost 5 PoT, allows caster to summon a clockwork automaton
Oil Slick - 25 cost gives caster the ability to snare*
+++++++++
Ogre CMS
+++++++++
Zek's Boon - 25 cost 100 HP 1 HP MOD
Clobber - 25 cost gives a melee attack
Tough Hide - 20 cost DEF MOD 1
Rathe's Curse - 10 cost 10 STR 10 STA -5 INT -5 CHA
+++++++++++++
Dark Elf CMs
+++++++++++++
Shroud of Hate - 25 cost self-only damage shield
Flash of Daggers - 10 cost melee attack
Elven Reflexes - 20 cost 10 AGIMAX 10 DEXMAX 5 AGI 5 DEX
Blood of Innoruuk - 15 cost 25 AR
++++++++++++
Erudite CMs
++++++++++++
Understanding - 20 cost 5 PoT
Loping Gait - 10 cost 10 MOVEMENT RATE
Growing Ego - 25 cost 150 POWER
*Oil slick doesn't trigger off linked mobs like most other spells would if you
cast it on them within each others aggro radius
Ok, you're probably wondering which of these races make the best nec. Well,
the answer is that it all depends on how you want your nec to be good at.
If you want massive HP, go Ogre. If you want a more caster oriented nec, go
Erudite. If you want a more balanced one, pick a member of the other races, as
they are about equal in overall power.
=================================
IV. Choosing your Master Class
=================================
This is probably the biggest decision you'll make about your necromancer. The
beauty of it is, you don't have to pick at any particular time. Want to play
your nec for 60 levels without worrying about picking your master class? No
problem, go ahead and do it. In fact I don't think that you should try to get
your master class as a necro until level 60 when you have the 60 pet, Swarming
Death. But you can always plot and plan. I'll list EVERYTHING I can think of
about each of these MC's but sometimes, I'll just not know the exacts of it
because I don't have a character with this master class. Feel free to mail me
if a certain ability has a stat mod that I haven't listed if and only IF you
are 100% sure of the exacts of that ability. All Master Classes for everyone
have the requirements of level 55 and 500 CMs spent.
+++++++++++++++
Class-only MCs
+++++++++++++++
--------
Defiler
--------
Requirements: Plaguebearer's Rune 4
Mark of Bertoxxulous 2
200 STA
200 INT
Stats: 50 STAMAX
200 HP
2 DEF MOD
25 PR
25 DR
Abilities: Defile - Nuke that does PR/DR (can't remember exactly, anyone
know for sure?) damage to the caster
Corrupt - A Zombie form that's targetable and gives target an
INT-based lifetap proc
-----
Lich
-----
Requirements: Teachings of Morthalis 4
Chardith's Boon 4
200 INT
200 WIS
Stats: 50 INTMAX
50 WISMAX
500 POWER
-250 HP
250 AC
10 ALL RESISTS
Abilities: Lich - A self-only Zombie form that adds a 196 DoT and
the same amount of PoT
Subversion - A targetable HP to POWER 8 second recast pact
(540 base damage/POWER restored, 10% WIS mod,
0 cost, 8 recast)
+++++++++++
Racial MCs
+++++++++++
----------
Mercenary
----------
Requirements: NONE
Stats: 25 ALL STATS MAX
200 HP
Abilities: Grizzled - 25 ALL STATS
250 HP
250 AC
Expose - All melee attack debuff
-------
Tinker
-------
Requirements: NONE
Stats: 50 AGIMAX
50 INTMAX
10 PoT
Abilities: Construct - Summons a level 50 clockwork that dual hits, kicks
and is immune to PR/DR/AR damage
Repair - INT based heal for the Tinker pet
-----------
Juggernaut
-----------
Requirements: NONE
Stats: 50 STAMAX
200 Ac
2 DEF MOD
5 ALL RESIST
Abilities Crush - Melee attack
Cursed Ogre - 50 STA
50 STR
5 HP Factor
-25 INT
-25 WIS
-25 CHA
-------
Chosen
-------
Requirements: NONE
Stats: 50 WISMAX
1 OFF MOD
1 DEF MOD
1 HP Factor
50 AR
Abilities: Spite - 4000 damage attack, 1 hour recast
Innoruuk's Aura - Self-only aggro increasing damage shield
--------
Scholar
--------
Requirements: NONE
Stats: 50 INTMAX
500 POWER
10 PoT
Abilities: Erud's Teaching - 1000 power heal, 27 sec recast
Thirst for Knowledge - 500 POWER, 20 PoT
++++++++++++++
Archetype MCs
++++++++++++++
-----
Sage
-----
Requirements: Sage's Knack, Form, Thought and Intuition 3
250 INT
Stats: 50 INTMAX
10 STA
10 AGI
10 DEX
10 INT
10 WIS
10 CHA
250 POWER
25 PoT
Abilities: Stoneskin - 75% Damage reduction buff, very short duration,
10 min. recast
Power Induction - 500 PoT buff, very short duration, 10 min
recast
You're probably thinking that there's so many choices to choose from so how do
I pick? Well, like race, you have to pick what you want your nec to do. Want to
raid a lot? Go Lich or Scholar. Want to solo? Be a Defiler. Want to brag about
having 130 STR and close to 9k HP fully buffed? Be a Juggernaut. For all around
balance, be Mercenary, Sage or Chosen. If you want laughed at go Tinker,
because the main focus of Tinker is the pet, and your own store bought 60 pet
is all the pets you'll ever need. My own nec is a Lich because he's built to
raid and subversion gives more power than Erud's teaching over time.
==============================
V. Training Points and CMs
==============================
++++++++++++++++
Training Points
++++++++++++++++
There's 3 stats you should have any interest in unless you are building a very
unique type of necro. They are Stamina, Intelligence and Wisdom. Strength for
a necromancer is very bad, with the exception of those wanting to go were-
hunter, as are agility, dexterity, and charisma. Putting points in those 4
stats is generally a waste of points that could be spent in more useful places.
Over the course of your character's life, you'll recieve only 485 training
points so spend them wisely.
Stamina
Get this to 250 base without CMs unless you are trying for the full 600
possible, in which case 300 is more than enough. Anymore is a waste as
there are plenty of STA increasing items in the game, and STA buffs
are equally as common. My personal STA is 265 base.
Intelligence
200 base is the absolute maximum and in most cases minimum you'll need for
your chosen MC. 400-450 INT is all you really need, as this will put you
at right around 7000+ power without any power cms. Most caster items
increase INT so you'll be fine. My personal INT is 210 base.
Wisdom
This is the controversial stat for necros to increase. A lot of necs will say
that putting TP into WIS is a waste but not me. Why overpump STA or INT or put
points into DEX when you either won't be nuking or the nukes you'll probably
be using are the STA-mod CM upgraded lifetaps? 200 is a nice place to aim for
as this will get you around 70 base resists as well as making your undead nukes
pretty powerful. My personal WIS is 250 base.
++++++++++++++++
Class Masteries
++++++++++++++++
These are those evil, evil class masteries that you have all heard so much
about since the release of EQOA:Frontiers. The most CMs you can have is 25
times your characters level (1500 at level 60). To give you an idea of the
scale for CMs, the 500th costs around 3 million, 700th costs around 7 million,
1000th costs around 40 million and the very last one is rumored to cost close
to 1 billion XP. This part of the guide's devoted to all the CMs a necromancer
has access to and which ones they should and shouln't get.
------------
General CMs
------------
Brawn 1-5 Starting at 10 cost and scaling by 5 each time, this line raises
the characters STRMAX/STR starting at 15/1 then scaling by +5/+1 each time
(1 is 15/1, 2 is 20/2, 3 is 25/3, 4 is 30/4, 35/5, whole line is 125/5).
Don't get these as STR is useless for necs.
Vigor 1-5 Same cost and scale as Brawn 1-5 except it mod's STA. Definately
get all 5 of these on your nec ASAP.
Nimbleness 1-5 Same cost and scale as Brawn 1-5 except it mod's AGI. Don't
get as AGI really doesn't make a difference unless you have a lot of it and
you have better places to spend the TP.
Balance 1-5 Same cost and scale as Brawn 1-5 except it mod's DEX. Stay away
from this one unless you are trying to get your nukes to do a lot of damage
(HAHAHA ya right like nec nukes do damage :P).
Wit 1-5 Same cost and scale as Brawn 1-5 except it mod's INT. Try to stay
away from this as more than 400-450 INT isn't needed unless you're trying
to get as much power as possible.
Insight 1-5 Same cost and scale as Brawn 1-5 except it mod's WIS. Stay away
from it unless you are building a resist machine and/or an anti-undead machine.
Beauty 1-5 Same cost and scale as Brawn 1-5 except it mod's CHA. Leave this
alone because CHA does absolutely nothing for necs.
Ro's Blessing 1-5 Costs 5 and adds 5 FR. Scales by 5 cost/FR every number
(1 is 5 cost 5 resist, 2 is 10 cost 10 resist, 3 is 15 cost 15 resist, etc).
Not advised to get unless you spend a lot of time farming/raiding in Solusek's
Eye zone.
Eci's Blessing 1-5 Same cost and scale as Ro's Blessing except it is CR. Not
recommended period for any nec because there are very few CR based raid mobs.
Bertoxxulous's Blessing 1-5 Same cost and scale as Ro's Blessing except it is
DR. Not advised because the PR/DR line that is in the nec class specific CM
section ends up giving 50 PR/50 DR/2 HP factor for 100 cms vs. 75 DR for 75
CMs.
Cazic's Blessing 1-5 Same cost and scale as Ro's Blessing except it is PR.
Same recommendation as Bertoxx. Blessing.
Karana's Blessing 1-5 Same cost and scale as Ro's Blessing except is LR. Not
advised because LR based mobs are even rarer than CR based ones.
Marr's Blessing 1-5 Same cost and scale as Ro's Blessing except is AR. Highly
advised as AR is every nec's best friend (lowers Pact damage and makes the mobs
in the best grind area in game do 100ish damage a nuke).
Godborn 100 cost, 25 all stats max, 5 all stats. Not recommended unless you
really want 600 STA, as you really only use the STAMAX and INTMAX.
Godtouched 75 cost, 25 all resists. Highly recommended, resists are very
important to anyone in the game, and you cant beat 25 to all in 1 CM.
Focus 1-5 5 cost that scales by 5 each time and each level adds 4 PoT. Get to
level 3 in this because 4 and 5 cost too much for just 4 PoT.
Regeneration 1-5 Same cost and scale as Focus 1-5 except it is for HoT. Get to
level 3 in this because 4 and 5 cost too much for just 4 HoT.
Vital Body 1-5 Costs 5 for the first one and you get 50 HP. Scales by 5 cost
and 25 HP each time. Highly recommended for necs, can never have too much HP.
Powerful Mind 1-5 Same cost and scale as Vital body, except it mod's Power.
Recommended if you are having power problems on your nec.
Hearty 1-3 Cost is 25 then scales by 5. First adds HP Factor 1, second is HP
Factor 2, third is HP Factor 3. Not recommended because of its high cost, but
if you have all your other CMs, its an extra 360 HP at 60.
First Aid 1-5 Cost is 1 then scales by 2 each level. A very weak, very long
cast stack heal. Not recommended whatsoever for ANY class.
Hold Breath 1-5 Cost is 1 then scales by 4 each level. Lets you hold your
breath underwater. Get level 1, as it lets you hold your breath indefinately
underwater with proper timing.
Loping Stride 1-5 Cost is 5 and each level scales by 5. Adds 5 move rate each
level. Not recommended unless you want to have a 1/4th SoW on your character
permanently.
Remove Illusion Cost is 0 and it removes any illusions upon you. Since its 0
cost, you should get this just to get rid of some annoying illusions.
Note: There are a lot of CMs for the new were-creature content but I haven't
had firsthand experience with this aspect of the game so it'll have to wait
until a later update.
-----------
Racial CMs
-----------
See the the Choosing your Race section
--------------
Archetype CMs
--------------
Arcane Fortitude 1-3 First costs 20 and they scale by 10 each time. Adds
10/15/20 STA. Not recommended unless you just can't max your STA with the 250
recommended base.
Mental Clarity 1-5 Same cost, scale and effect as Powerful Mind 1-5, and the
same recommendation applies.
Sage's Knack 1-3 Costs 20 and scales by 5 each time. Adds 10/15/20 DEX. Not
recommended for same reasons Balance 1-5 aren't.
Sage's Form 1-3 Same cost and scale as S. Knack except it mod's STA. See
Arcane Fortitude for recommendations.
Sage's Thought 1-3 Same cost and scale as S. Knack except it mod's INT. Same
recommendation as Wit 1-5.
Sage's Intuiton 1-3 Same cost and scale as S. Knack except it mod's WIS. Might
be of some help for resist/undead machines but generally not recommended.
---------------------
Necromancer Only CMs
---------------------
Ghostly Death 25 Cost Pet Invis. Don't get, it's a 25 point waste.
Control Undead 1-5 20 Cost for each level. Would be nice if the level 60
version worked on 54 and under undeads, but the level cap is like 46 so it's
useless.
Mark of Bertoxxulous 1-3 30 cost for each level. Defiler requirement. Nice to
get but there are more important CMs out there.
Plaguebearer's Rune 1-5 20 cost for each level. Defiler requirement. Really
nice if you duel a lot of necs or spend a lot of time on Plane of Disease.
Chardith's Boon 1-4 25 cost for each level. Lich requirement. Very nice if you
have high STA, as these can do close to the damage the nuke of it's level does.
Teachings of Morthalis 1-4 25 cost for each level. Lich requirement. Must have
for every nec because it doubles the pet buff effect.
Dessicate 120 cost. A 3600 recast life drain that does around 2300 damage and
heals half that. Like Mark of Bertoxx, nice to have but there's better things
to get.
Deadly Covenant 1-5 20 cost per level. Reduces pact recast by 7 seconds but
removes the AR mod on the damage and the pact does 150% of its original damage.
DO NOT GET THIS. I cannot stress how important it is that you don't get this.
With the AR mod removed on your pacts, you need your own personal stack healer
to use them effectively.
Death's/Unholy Sacrament 1-4 20 cost per level. These give weapons to your pets
from 25 on. To get the last one (the only one that really matters), you have
to spend 160 CMs on absolutely useless masteries. Swarming Death with this
CM really doesn't do that much more damage than the Swarming Death without it.
Don't get unless you wana waste 160 CMs to do marginally more damage.
=============
VI. Quests
=============
Will be added in a future update.
===================
VII. Path Choices
===================
As you probably know, every class upon completing their level 20 quest from
someone in their guild, gets a choice between two abilities. This choice
is pretty important for necs in general nowadays because there's so many of
them. Following the same path the whole way through yeilds a more powerful
version of the final spell. Their two choices are Power Gale or Blood Gale.
+++++++++++++++++++++++++++++++++++++++
Power Gale/Squall/Storm/Tempest/Vortex
+++++++++++++++++++++++++++++++++++++++
This spell line drains power from the target and gives half that much power
to everyone in a small radius around the caster (either 5 or 10, can't
remember). This spell costs more power than it restores so you'll lose some
power to restore the groups around 10% give or take depending on their power.
I really don't recommend this path because a lot of necs pet a lot and the
Blood path generally helps more with pet groups than power, when everyone has
massive power/PoT anyways.
Power Gale (20 q. reward) - 300 power drain/150 group power
Power Squall (30 q. reward) - 600 power drain/300 group power
Power Storm (40 q. reward) - 900 power drain/450 group power
Power Tempest (49 non-spec q. reward) - 1200 power drain/600 group power
Power Vortex (49 spec q. reward) - 1500 power drain/750 group power
+++++++++++++++++++++++++++++++++++++++
Blood Gale/Squall/Storm/Tempest/Vortex
+++++++++++++++++++++++++++++++++++++++
This spell line drains HP from the target and gives half as much HP back to the
group (much like the power path does with power). This is the recommended path
for necs because an extra group stack heal is generally more useful than the
power that Power path gives. Of course its not ALWAYS more useful so you'll
just have to make your own decision there.
Blood Gale (20 q. reward) - 250 drain/125 group heal
Blood Squall (30 q. reward) - 500 drain/250 heal
Blood Storm (40 q. reward) - 750 drain/375 heal
Blood Tempest (49 non-spec q. reward) - 1000 drain/500 heal
Blood Vortex (49 spec q. reward) - 1250 drain/625 heal
===================
VIII. Optimal Gear
===================
To be added in a future update.
==================================
IX. Builds and How to Play Them
==================================
Ok, you have all the information you need to build your necromancer. Here is
the section on how to put all that information to use. Here are the most
effective necro builds along with all the CMs, base stats, and almost all CMs
planned out. By all means feel free to alter these but these are very effective
and altering them may alter the power of the build for the worse.
+++++++++++++++++
The Raid Machine
+++++++++++++++++
This necromancer is built to raid, pure and simple. They have high enough HP
that they'll need little heals unless using Subversion and high enough Power/
PoT that they will rarely have to use Lich. They should also be able to max
AR + any other resist while keeping around 4k HP and 5.5k power. R.M.s should
go Blood path. Their belts should be:
Belt 1
Life's Bane
Drain Spirit
Lich
Revert
Subversion
Belt 2
Loathsome Pact
Infernal Pact
Umbral Pact
(Red) Swarming Death
Largesse of Plague (Cast Soul Mastery then switch to this)
On a raid, the R.M. will be using the top 3 pacts and if anyone gets low on
power, use subversion on them. If you should get below 10% of your max power,
either use subversion on yourself if the battle is almost over or turn lich
if the battle looks like it's going to be going on for a while. Cast SD and
L. of Plague buff it then set to aggressive and get back to pacting the tank.
Base Stats
STR Race Base
STA 250-300
AGI Race Base
DEX Race Base
INT 200
WIS 150-250, less STA you have, more WIS you can have
CHA Race Base
CMs
Vigor 1-5 (100 CMs)
Vital Body 1-5 (75 CMs)
Powerful Mind 1-5 (75 CMs)
Regeneration 1-3 (30 CMs)
Focus 1-3 (30 CMs)
Godtouched (75 CMs)
Marr's Blessing 1-5 (75 CMs)
Teachings of Morthalis 1-4 (100 CMs)
Chardith's Boon 1-4 (100 CMs)
Plaguebearer's Rune 1-5 (100 CMs)
Lich (200 CMs)
Subversion (75 CMs)
Lich/Revert (75 CMs)
Mental Clarity 1-3 (30 CMs)
Remove Illusion (0 CMs)
Grand Total=1140 CMs
This leaves 360 CMs to buy extra resist CMs, wereform CMs, etc.
+++++++++++++++++
The Solo Machine
+++++++++++++++++
This necromancer can solo just about anything that has been or can be solo'd.
They have HP rivaling a tank, and 6.5k + power. Like the R.M., the S.M. should
be able to max AR + any other resist but their HP stay above 5k and their
power to stay above 4.5k. S.M. should definately go Blood path. Their belts
should be:
Belt 1
Life's Bane
Drain Spirit
Corrupt
Defile
Toxxulian Blight
Belt 2
(Red) Swarming Death
L. of Plague
Soul Mastery
Loathsome Pact
Infernal Pact
Generally the way I've found 2 ways to solo and it depends on the mob I'm
fighting. The first is letting SD tank and pacting him while dotting the mob
and chain nuking it with lifetaps/nukes. This generally the way to solo
things that either have unresistable specials or don't do much damage, like XP
mobs. The other way is putting the pet on passive and start you spend the first
5-10 rounds just dotting the mob and pacting yourself with both buffs on pet.
Then after you feel you have enough aggro to keep the mob off SD for a while,
let him at it.
Stats
STR Race Base
STA 250-300 Base
AGI *
DEX *
INT 200 Base
WIS Race Base
CHA Race Base
* This depends on whether you want to tank better or do more damage. If I was
building this kind of nec, I'd have 250 AGI over 250 DEX simply because it
would help taking hits while you're tanking that semi-high end stuff like
IoD and the 3 pre-fronts dragons. Whichever one you don't put points into will
be at Race Base.
CMs
Vigor 1-5 (100 CMs)
Vital Body 1-5 (75 CMs)
Powerful Mind 1-5 (75 CMs)
Regeneration 1-3 (30 CMs)
Focus 1-3 (30 CMs)
Godtouched (75 CMs)
Marr's Blessing 1-5 (75 CMs)
Teachings of Morthalis 1-4 (100 CMs)
Chardith's Boon 1-4 (100 CMs)
Plaguebearer's Rune 1-5 (100 CMs)
Mark of Bertoxxulous 1-3 (90 CMs)
Defiler (200 CMs)
Corrupt (75 CMs)
Defile (75 CMs)
Mental Clarity 1-3 (30 CMs)
Remove Illusion (0 CMs)
Grand Total=1230 CMs
This leaves 270 CMs to buy wereforms, extra resists that you might need, etc.
++++++++++++++++++
The General Necro
++++++++++++++++++
This is the average necro, not built to specifically do 1 major job but to do
a lot of little stuff. This is the build that is mainly meant to grind. It's
also probably the most damaging kind of necromancer. The general rules apply
(315 AR, 4k+ hp 6k+ power, etc). This kind of necro probably should go Power
path. Their belt should be like this:
Belt 1
Insidious Wash (Torture Death on undead mobs)
Toxic Doom (Persecute Death on undead mobs)
Defile
Loathsome Pact
Infernal Pact
Belt 2
(Red) Swarming Death
L. of Plague
Soul Mastery
Power Vortex
Power Storm
This necro build is super easy to play. Make your pet, set to aggressive, and
buff every 5 minutes. Use Power Vortex/Storm when people get low on power and
chain Insidious Wash/Toxic doom til the mob dies and repeat. Use Defile every
once in a while just for extra damage and pact yourself if you get low on HP.
STR Race Base
STA 250-300
AGI Race Base
DEX 200-250 Base
INT 200 Base
WIS Race Base
CHA Race Base
CMs
Vigor 1-5 (100 CMs)
Vital Body 1-5 (75 CMs)
Powerful Mind 1-5 (75 CMs)
Regeneration 1-3 (30 CMs)
Focus 1-3 (30 CMs)
Marr's Blessing 1-5 (75 CMs)
Teachings of Morthalis 1-4 (100 CMs)
Plaguebearer's Rune 1-5 (100 CMs)
Mark of Bertoxxulous 1-3 (90 CMs)
Defiler (200 CMs)
Corrupt (75 CMs)
Defile (75 CMs)
Mental Clarity 1-3 (30 CMs)
Remove Illusion (0 CMs)
Grand Total=1055 CMs
This gives 445 points for wereforms, extra resists, w/e you want
At the moment those are the only 3 necro builds I can think of, maybe a few
more will be added at a later date as I recieve feedback from people.
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IX. Credits
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So far the only 2 sources of information about this guide has been the neurons
within my brain and
http://www.hodstock.com. Whenever I couldn't remember a
certain CM cost or description, I went there to get a refresher. In some cases
all I knew was the role a certain thing played (mainly MCs), not the exacts of
it. TY to the webmaster of hodstock.com for posting this wonderful information
to help me remember, and I think you all should go there too, very wonderful
place to find all your EQOA knowledge. Also many thanks to my good friends
Robert Vogler and Scott Reid for helping me edit this document.
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