I've been perusing the latest skill lineup for the Necromancer class (I'm a PS4 player, so no PTS for moi), and I'm excited by the amount of utility it brings to bear. As a tanking enthusiast, I noticed a few morphs that might suit a Necrotank build, but haven't decided which ones would make the cut for a tank's already-crowded bars.
Thus, I wanted to poll the crowd, getting input from theorycrafters and PC players who have tested the Necro on PTS, to get a sense for which skills might be useful for a meta (or even a not-quite-meta) tank.
- Beckoning Armor (2700 Magicka): Wrap yourself in hardened bone, granting you
Major Resolve and
Major Ward, increasing your physical resistance and spell resistance by 5280 for 17 seconds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 3 seconds. Creates a corpse when complete.
- This one is a no-brainer, as it's a source of Major Ward/Resolve with added crowd control.
- My question is: Is the pull effective enough that you don't have to run Silver Leash?
Renewing Animation (200 Ultimate): Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5000 Magicka and Stamina for each ally you resurrect.
- It may not be a tank's job to rez the dead, but this would be a useful panic button when your group wipes and you're the last man standing (a common occurrence for tanks).
- It's also nice that this can sit on the opposite bar from War Horn, to be used only in case of emergencies. The added sustain doesn't hurt either.
- Its effectiveness is limited if your group members die far apart, but I'm not sure if that's a dealbreaker.
Deaden Pain (Free): Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing for 325 every 1 second for 2 seconds per corpse consumed. While you have the heal effect, you gain
Major Protection, reducing the damage you take by 30%. This ability scales off your Max Health.
- A free skill that provides healing, protection, and ultimate for War Horn is certainly interesting, but you'd either need to be killing adds or dropping corpses from Necro skills to make this effective during a boss fight.
- Agony Totem (4050 Magicka): Summon an effigy of bone that gives
Minor Protection to you and your allies for 8 seconds, reducing your damage taken by 8%. After 2 seconds, the totem instills fear in enemies, holding them in place for 4 seconds. Allies can activate
Pure Agony, causing enemies to take 144 Magic Damage over 5 seconds and applying Minor Vulnerability to them for the duration, increasing their damage taken by 8%.
- An AoE skill that provides Minor Protection, crowd control, extra DPS, and Minor Vulnerability sounds like a great package deal, even for the high Magicka cost.
- However, is the crowd control sufficient to play the same role as Dark Talons for a DK tank?
Empowering Grasp (3780 Magicka): Summon three patches of skeletal claws from the ground in front of you, snaring your enemies by 50% for 5 seconds and inflicting Minor Maim for 5 seconds, reducing their damage done by 15%. Hitting you or your allies grants them Empower for 5 seconds, increasing the damage of their next light attack by 40%. Hitting your skeletal Mage or Spirit Mender enhances them for 5 seconds, increasing their effectiveness by 40%.
- An AoE source of Minor Maim (plus a little crowd control) could be useful for tougher mob fights, like the army you fight before the Warrior in HRC.
- Empower for allies isn't a game-changer, but would certainly increase DPS.
- I'm not convinced this is worth a slot, but would love to hear opinions.
- Unnerving Boneyard (3510 Magicka): Desecrate the ground at the target location, dealing 9064 Frost damage over 10 seconds. Consumes a corpse on cast to deal 20% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 4947 frost damage to enemies in the area and healing you for the damage done.
- This one's a bit of an outlier, but if you're running a Magicka-heavy build to sustain all the skills above, the added damage might be worthwhile.
- I'd mostly consider running this for the synergy, as an improved version of the Shadow Silk skill, enhancing group DPS while providing a strong heal (albeit one you can't time/control yourself).
Let me know what you think!
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