Merken
Der Skillplaner ist auf dem Stand von Patch 10.3.5
Necrotic Harbinger
Allianz

Volk

Klasse

Mundusstein

Skillpunkte
0 / 541
Championpunkte
0 / 3600
Benutzer
shadowmuppet
Likes
012065
Patchstand
Patch 6.2.7
- Klasse
- Bitte Klasse oben auswählen.
- Waffe
- Zweihänder
- Waffe mit Schild
- Zwei Waffen
- Bogen
- Zerstörungsstab
- Heilungsstab
- Rüstung
- Leichte Rüstung
- Mittlere Rüstung
- Schwere Rüstung
- Offene Welt
- Lug und Trug
- Seelenmagie
- Werwolf
- Vampirismus
- Spähen
- Ausgrabung
- Allianzkrieg
- Sturmangriff
- Kaiser
- Unterstützung
- Gilde
- Diebesgilde
- Dunkle Bruderschaft
- Kriegergilde
- Magiergilde
- Unerschrockene
- Psijik-Orden
- Volk
- Bitte Volk oben auswählen.
- Handwerk
- Alchemie
- Schmiedekunst
- Schneiderei
- Schreinerei
- Versorgen
- Verzaubern
- Schmuckhandwerk
Beschreibung dieser Skillung
Summary: Mainly a build for solo PvE fun, as well as PVP. Has a broad range of options when soloing. Should be viable for most dungeons as well, so long as you stick mainly to taunts and buffs. Good survivability and a plethora of taunting, buff, and debuff options, as well as automatic damage and healing over time. With debuffs, buffs, and damage over time, the Necrotic Harbinger's presence can linger on the battlefield long after she's gone.
All aspects of this build are subject to change as I continue to experiment and see what works and doesn't work.
Motivation: Essentially this build was created so that I could explore as many Necromancer options as possible in solo play, but with the necessary compromises and skill morphs intended to give the build a more clearly defined role for dungeon and PvP. Where possible, skill morphs that set DoT, buffs, or debuffs were favored over increased direct damage or healing.
Skills: There is a diverse range of skills here, some of which aren't necessary for all applications. Many direct damage skills, for instance, are intended for solo play. Can heal or Magicka DPS in a pinch (or when solo), so light armor is filled out (though it can be excluded). Craft skills listed are a personal preference.
On the issue of transformations: I suppose you could be a vampire with this build if you really wanted to (like, if you've just got a lot of love for World of Darkness' Cappadocian vampire clan or something), but as far as Elder Scrolls is concerned I can't see why a master of the dead would subject themselves to the vulnerabilities of a vampire when the true immortal prize is lichdom. Plus, I couldn't find much that being a vampire would add to the build that was worth the increased fire weakness. I think it's best that a tank be able to avoid getting one-shotted by all the burning oil and flaming ballista flying bout Cyrodiil.
Rotation: I'm still experimenting with rotation. TBD.
Role Play: If you're RP-conscious (like I am) and concerned about how to work through the Mages Guild and Psijic Order as a vile Necromancer, my solution was just to do the content with a temporary set up that didn't include Necromancy spells (or, at least, the illegal ones) so as to role play as a crypto-Necromancer who keeps her midnight activities secret from her guildmates.
All aspects of this build are subject to change as I continue to experiment and see what works and doesn't work.
Motivation: Essentially this build was created so that I could explore as many Necromancer options as possible in solo play, but with the necessary compromises and skill morphs intended to give the build a more clearly defined role for dungeon and PvP. Where possible, skill morphs that set DoT, buffs, or debuffs were favored over increased direct damage or healing.
Skills: There is a diverse range of skills here, some of which aren't necessary for all applications. Many direct damage skills, for instance, are intended for solo play. Can heal or Magicka DPS in a pinch (or when solo), so light armor is filled out (though it can be excluded). Craft skills listed are a personal preference.
On the issue of transformations: I suppose you could be a vampire with this build if you really wanted to (like, if you've just got a lot of love for World of Darkness' Cappadocian vampire clan or something), but as far as Elder Scrolls is concerned I can't see why a master of the dead would subject themselves to the vulnerabilities of a vampire when the true immortal prize is lichdom. Plus, I couldn't find much that being a vampire would add to the build that was worth the increased fire weakness. I think it's best that a tank be able to avoid getting one-shotted by all the burning oil and flaming ballista flying bout Cyrodiil.
Rotation: I'm still experimenting with rotation. TBD.
Role Play: If you're RP-conscious (like I am) and concerned about how to work through the Mages Guild and Psijic Order as a vile Necromancer, my solution was just to do the content with a temporary set up that didn't include Necromancy spells (or, at least, the illegal ones) so as to role play as a crypto-Necromancer who keeps her midnight activities secret from her guildmates.
Aktionsleisten
Championrang: 0
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0
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0
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0
Attribute
Magicka

- 0
Leben

- 0
Ausdauer

- 0
Sets
- Kein Set ausgewählt
Passive Fähigkeiten
- Es sind keine passiven Fähigkeiten vorhanden
Vergeben:
0
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Setteile
Hier findest du die Übersicht der Set Teile die zu dieser Skillung angegeben sind.Slot
Set
Rüstungsart
Qualität
Eigenschaft
Verzauberung
Kopf
Kein Set ausgewählt
Schultern
Kein Set ausgewählt
Hände
Kein Set ausgewählt
Torso
Kein Set ausgewählt
Gürtel
Kein Set ausgewählt
Beine
Kein Set ausgewählt
Füße
Kein Set ausgewählt
Hals
Kein Set ausgewählt
Ring
Kein Set ausgewählt
Ring
Kein Set ausgewählt
Slot
Set
Waffenart
Qualität
Eigenschaft
Verzauberung
Haupthand
Kein Set ausgewählt
Nebenhand
Kein Set ausgewählt
Gift
Kein Gift gewählt
Haupthand
Kein Set ausgewählt
Nebenhand
Kein Set ausgewählt
Gift
Kein Gift gewählt
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