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Le planificateur de compétences a le niveau de correctif 10.2.5
Necrotic Harbinger
Faction
Race
Classe
Pierre de Mundus
Points
0 / 541
Points Champion
0 / 3600
Utilisateur
shadowmuppet
J'aime
011575
Mise a jour
Patch 6.2.7
- Classe
- Merci de choisir votre classe dans le menu en haut.
- Armes
- Arme à deux mains
- Une main et un bouclier
- Deux armes
- Arc
- Bâton de destruction
- Bâton de rétablissement
- Armure
- Armure légère
- Armure moyenne
- Armure lourde
- Monde
- Escroquerie
- Magie des âmes
- Loup-garou
- Vampire
- Sondage
- Excavation
- Guerre d'Alliances
- Assaut
- Empereur
- Soutien
- Guilde
- Guilde des voleurs
- Confrérie noire
- Guilde des guerriers
- Guilde des mages
- Indomptable
- Ordre Psijique
- Culturel
- Merci de choisir votre Race dans le menu en haut.
- Artisanat
- Alchimie
- Forge
- Couture
- Travail du bois
- Cuisine
- Enchantement
- Joaillerie
Description du build
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.
Barre d'action
Rang de Champion: 0
- 0
- 0
- 0
Points d'attribut
Magie
- 0
Santé
- 0
Vigueur
- 0
Ensembles
- No Set selected
Sorts passifs
- Vous n'avez pas sélectionné de pouvoir passif
Dépensé:
0
Retour
Artisanat
0
Guerre
0
Dynamisme
0
- Maintenez la touche Majuscule enfoncée pour déverrouiller le rang suivant.
Pièce d'ensemble
Ici, vous pouvez visualiser l'aperçu des pièces d'ensemble suggérées pour ce build.Slot
Ensemble
Armor Type
Qualité
Trait
Enchantement
Tête
No Set selected
Épaules
No Set selected
Mains
No Set selected
Poitrine
No Set selected
Taille
No Set selected
Jambes
No Set selected
Pieds
No Set selected
Cou
No Set selected
Anneau
No Set selected
Anneau
No Set selected
Slot
Ensemble
Weapon Type
Qualité
Trait
Enchantement
Main principale
No Set selected
Main secondaire
No Set selected
Poison
No Poison selected
Main principale
No Set selected
Main secondaire
No Set selected
Poison
No Poison selected
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