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  1. #1
    Community Member Bman006's Avatar
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    Default Pure Necro Build

    I have looked everywhere for the last 3 hours for a pure necro build....i know they suck, god knows I've read enough post about them being gimped. Put I still want to play one and it seems the Premade Necro is not right or i would just play that one. Could someone who knows what they are doing, please Help me.

    *No multi class. Unless its the best way to go.
    *Only have 28 point build but do have access to drow.
    *WF is also available.
    *Want to control the dead.
    *Summon dead too.


    P.s. Was also looking at the the ShadowMage that used TWF/THF, but I think since patching that it gimped those. If those are still possible, I would be interested.......Thanks to whoever takes the time to help me out.

  2. #2
    Community Member Resilian's Avatar
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    I'm not sure if this is 100% how it should be, but this is what I came up with:

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Anithera Necrosis
    Level 20 Neutral Good Drow Female
    (20 Wizard) 
    Hit Points: 212
    Spell Points: 1844 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 7
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 10                   10
    Dexterity            10                 12                   13
    Constitution         14                 16                   16
    Intelligence         20                 27                   32
    Wisdom                8                  8                    8
    Charisma             10                 10                   10
    
    Tomes Used
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 12.5                 12.5
    Bluff                 0                  0                    0
    Concentration         6                 26                   26
    Diplomacy             2                 11.5                 11.5
    Disable Device        n/a              n/a                   n/a
    Haggle                2                 11.5                 11.5
    Heal                 -1                 -1                   -1
    Hide                  2                 12                   12
    Intimidate            0                  0                    0
    Jump                  1                  9.5                  9.5
    Listen               -1                 -1                    1
    Move Silently         2                 12.5                 12.5
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                5                 11                   11
    Search                5                 11                   13
    Spot                 -1                 -1                    1
    Swim                  0                  0                    0
    Tumble                2                 12.5                 12.5
    Use Magic Device      n/a               n/a                   n/a
    
    {\b {\ul Notable Equipment }} \par Clever Goggles \par Necromancy Bracers \par Health Ring \par Dexterous Ring \par Ogre Power Gloves \par  \par Level 1 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Diplomacy (+2)
    Skill: Haggle (+2)
    Skill: Hide (+2)
    Skill: Jump (+1)
    Skill: Move Silently (+2)
    Skill: Tumble (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Mental Toughness
    Spell (1): Acid Spray
    Spell (1): Expeditious Retreat
    Spell (1): Hypnotism
    Spell (1): Mage Armor
    Spell (1): Master's Touch
    Spell (1): Shield
    Spell (1): Niac's Cold Ray
    Spell (1): Chill Touch
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Spell (1): Cause Fear
    Spell (1): Feather Fall
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand Mastery I
    
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Toughness
    Spell (2): Blur
    Spell (2): Command Undead
    Enhancement: Improved Spell Resistance I
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Spell (2): Resist Energy
    Spell (2): Web
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 5 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (3): Haste
    Spell (3): Displacement
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Subtle Spellcasting I
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Improved Mental Toughness
    Spell (3): Protection From Energy
    Spell (3): Fireball
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Pale Master I
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Phantasmal Killer
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Spell (4): Enervation
    Spell (4): Stoneskin
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Subtle Spellcasting II
    
    
    Level 9 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Enlarge Spell
    Spell (5): Waves of Fatigue
    Spell (5): Cloudkill
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 10 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (5): Cone of Cold
    Enhancement: Wizard Intelligence III
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Spell (6): Create Undead
    Spell (6): Disintegrate
    Enhancement: Wizard Improved Heightening I
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (6): Circle of Death
    Spell (6): Flesh to Stone
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Knight
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Spell (7): Finger of Death
    Spell (7): Control Undead
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Mage
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Spell (7): Banishment
    Spell (7): Prismatic Spray
    Enhancement: Wizard Spell Penetration II
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Selected) Spell Penetration
    Spell (8): Horrid Wilting
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Enhancement: Shroud of the Lich
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Enhancement: Wizard Spell Penetration III
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Knight
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+1.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Frostmarrow Mage
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Improved Maximizing I
    Skills could probably use some work, but overall this is tailored around being a decent Buff/CC/Nuker until 20 when you can take full advantage of all summons. Along the way you'll get PK/FoD/etc for 1 hit kills as well so for the most part this is a good general starting grounds I'd say.

  3. #3
    Community Member vVAnjilaVv's Avatar
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    You know they are changing the summon pre-req's to only needing all three of a specific type if I am not mistaken.....so you will not longer need all 9 to get the Frostmarrow's.
    Honestly I would hold off on making a Palemaster as there are supposed to be a lot of changes coming to them...some of which could cost you TP's to re-arrange.

  4. #4
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    I would not wait unless you don't mind waiting at least a year. For the build, you can't go wrong with this type for a WF. Look here for inspiration,

    http://forums.ddo.com/showthread.php?t=226992

    Specifically, this post for build

    http://forums.ddo.com/showpost.php?p...12&postcount=7

    Since you want to be pure from the start, I would suggest you take one or both focuses in necro as your first feat(s). Another place to look for information is here

    http://forums.ddo.com/showthread.php?t=205588

    Both threads have video examples of play too. Necro specialized arcane casters can be the toughest casters available until epic play (post 20 level). Early they are a bit weaker, however, this does not mean in any sense they need to be weak. They can still be very solid casters to solo with and certainly very helpful to a party. The early necro attack spell, chill touch has a number of problems, one of which is it cant be enhanced. To be effective, swap for a better spell. My advice to you is to be skepitcal of anyone (other than MrCow who is very knowledgable) who make comments about gimpness. Usually these folks just don't know what they are talking about. When they use terms like gimp, what they really mean is they don't understand how to do something.

    Use these threads to help develop a good foundation and vary to your liking.
    Last edited by tinyelvis; 05-23-2010 at 04:33 PM.

  5. #5
    Community Member vVAnjilaVv's Avatar
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    Quote Originally Posted by tinyelvis View Post
    I would not wait unless you don't mind waiting at least a year. For the build, you can't go wrong with this type for a WF. Look here for inspiration,

    http://forums.ddo.com/showthread.php?t=226992

    Specifically, this post for build

    http://forums.ddo.com/showpost.php?p...12&postcount=7

    Since you want to be pure from the start, I would suggest you take one or both focuses in necro as your first feat(s). Another place to look for information is here

    http://forums.ddo.com/showthread.php?t=205588

    Both threads have video examples of play too. Necro specialized arcane casters can be the toughest casters available until epic play (post 20 level). Early they are a bit weaker, however, this does not mean in any sense they need to be weak. They can still be very solid casters to solo with and certainly very helpful to a party. The early necro attack spell, chill touch has a number of problems, one of which is it cant be enhanced. To be effective, swap for a better spell. My advice to you is to be skepitcal of anyone (other than MrCow who is very knowledgable) who make comments about gimpness. Usually these folks just don't know what they are talking about. When they use terms like gimp, what they really mean is they don't understand how to do something.

    Use these threads to help develop a good foundation and vary to your liking.
    I thought those changes were coming with update 5, if it's coming SOON (trademark thingy here)...then by all means DO NOT WAIT!!!

    Even tho Turbine has been a lot better about upcoming changes being released in a timely fashion lately.

  6. #6
    Community Member sephiroth1084's Avatar
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    There are a ton of changes slated for the Pale Master coming in Update 5 (probably hitting Lama/going live in 1-3 months). I don't believe there are any feat changes coming for them, but I'd probably hold off until we at least see what we're getting before leveling one of these. If for no other reason than whatever new spells are introduced will likely not be available in stores, and will be insanely expensive for weeks or months after they hit live, meaning the only way to acquire them will be via leveling, and you don't want to buy lower level spells with you 2 higher-level granted ones unless absolutely necessary, particularly since there are so many other spells not available for purchase.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  7. #7
    Community Member vVAnjilaVv's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    There are a ton of changes slated for the Pale Master coming in Update 5 (probably hitting Lama/going live in 1-3 months). I don't believe there are any feat changes coming for them, but I'd probably hold off until we at least see what we're getting before leveling one of these. If for no other reason than whatever new spells are introduced will likely not be available in stores, and will be insanely expensive for weeks or months after they hit live, meaning the only way to acquire them will be via leveling, and you don't want to buy lower level spells with you 2 higher-level granted ones unless absolutely necessary, particularly since there are so many other spells not available for purchase.
    Don't forget to farm necro series one for the collectibles bags the MONSTERS drop.....the collectors will give you lower level scrolls you cannot buy.

  8. #8
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by vVAnjilaVv View Post
    Don't forget to farm necro series one for the collectibles bags the MONSTERS drop.....the collectors will give you lower level scrolls you cannot buy.
    I haven't turned in a collectible to one of the standard vendors (aside from the ones in the House D ward) in over a year. All of my bags are bursting. The logic being that we may, one day soon (TM) see additional eldritch rituals added that require different ingredients than the rituals we currently have (AC x2, force damage, force crit, resistance). At that time, I'll have whatever is needed. Unless it's cryptmoss. For some reason, I don't bother with that.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  9. #9
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    These fellow make good points. But, these expected changes have not even hit the beta server yet, and were not mentioned in recent interviews about the coming update. Therefore, if it were me, I would play the toon now. Even the most optimistic hypothesis is a couple months (which I am very skeptical of), by then you could easily be capped level and can always resurrect the guy.

  10. #10
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by tinyelvis View Post
    These fellow make good points. But, these expected changes have not even hit the beta server yet, and were not mentioned in recent interviews about the coming update. Therefore, if it were me, I would play the toon now. Even the most optimistic hypothesis is a couple months (which I am very skeptical of), by then you could easily be capped level and can always resurrect the guy.
    I don't pay any attention to interviews at all, since things said in interviews 2 years ago have yet to even get any mention by the devs that matter. What I do pay attention to are the preview puzzles Eladrin has put out revealing information on things coming to us in Update 5.

    While we are still missing some concrete info, and they obviously haven't hit Lama yet, I think we can be pretty certain that the things mentioned by Eladrin are coming in U 5, and, given the most recent release schedule, we can probably bank on the update hitting no later than August.

    Sure, you can cap a character in that time and then resurrect to adjust to changes, but then it's a question of whether you want to do that. If you don't mind, then go right ahead; you already have acknowledged that you realize that it is currently an incredibly weak choice.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  11. #11
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    The necro spec'd arcane is not really weak. Sure the summons are weak, and the build he posted is poor, but in general a good necro spec'd WF caster can be dominant thru 90+% of the game. Things only get tough for them in Shavarath and of course epic play (which is tough for all arcane). I gave him links to good necro builds. If he really wants the summons he can add that in.

    Fernando's recent interview about what was coming in the next mod did not mention anything about casters. Further, other than a negative energy spell for healing in undead form, I didnt see much on expected new spells or too much critical info about pale master updates. Perhaps I missed something though.

  12. #12
    Community Member Bman006's Avatar
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    Thanks for all the info guys. As I am still kinda new to DDO I was wondering if you could clarify some of the things you all were talking about. And if possible in layman's terms. I don't understand the following:

    *What is the whole reincarnate thing and if i do make a toon now, will I be able to fix him with this later?
    *What is this past life stuff all about and how do you get it, reincarnation?
    *As a necromancer, I do want to be a wizard, not a sorcerer right?
    *WF or Drow in your opinion? Or what ever other class.

    Thanks for the help guys.

  13. #13
    Community Member sephiroth1084's Avatar
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    From Eladrin's last puzzle:
    Quote Originally Posted by DANTEIL View Post
    Wizard Pale Master:
    Increased the effectiveness of the Pale Master pets. The Skeletal Archers excel at hitting high armor class foes. The Skeleton Knights now have significantly more hit points than before, do more damage, and apply various debuffs on Vorpal hits. They also have increased melee threat generation. Frostmarrow Mages no longer know the Sleet Storm spell. Added Magic Missile (or Force Missiles) to the Mages. All skeletal knights no longer hop around before attacking. Every 30 seconds, all summoned creatures will check to see if their master is more than 30m away, and if they are, they'll teleport to the master's side.

    Pale Masters can now affect themselves with Mass Inflict spells.
    Incorporeality was incorrectly set as a form of "concealment" in the combat system. It is now a distinct roll from concealment effects. (Wraith Form incorporeality now partially stacks with displacement.)
    Necrotic Touch can once again be used to heal undead pets, but cannot target player characters. Necrotic Touch now costs 2hp to cast instead of 1hp, 1sp.
    Necrotic Bolt, an ability similar to Necrotic Touch, has been added to the second tier of Pale Master. It has the same damage but is a ranged attack and costs 5HP to use. It cannot, however, be used to heal undead allies.
    It has also been indicated that wizards are getting 2 or 3 new negative energy spells, including one AoE. What they are, and how they'll function, we don't know, but it was mentioned that at least one of them will be able to target yourself for some self-healing while in wraith and lich forms.



    Quote Originally Posted by Bman006 View Post
    Thanks for all the info guys. As I am still kinda new to DDO I was wondering if you could clarify some of the things you all were talking about. And if possible in layman's terms. I don't understand the following:

    *What is the whole reincarnate thing and if i do make a toon now, will I be able to fix him with this later?

    There are four types of reincarnation:
    -True Reincarnation: Usable only by a level 20 character, it resets your level to 1, allows a complete change of your character (race, class, feat, skills, etc...) and grants several exclusive benefits and penalties (+2 build points, a past life benefit, access to a past life feat, 5% more XP required per level). This can be done multiple times, stacking some benefits and penalties (up to a total of 4 extra build points, 3x past life benefits, and only 1 additional 5% increase in XP required over a single TR).

    -Lesser Reincarnation: Usable by anyone at any time, it allows you to respec your starting stats, skills, feats and enhancements, while retaining your class, level and race.

    -Greater Reincarnation: Usable only by 28-pt. non-drow characters, this functions just like a Lesser Reincarnate except that a 28-pt. character is upgraded to a 32-pt. character if, and only if, you have enough favor for, or have purchased, 32 pt. builds.

    Lesser/Greater Reincarnate +1/+3: These work the same as the Lesser or Greater Reincarnate, except that they allow you to replace one (or 3) level(s) with a different class.
    *What is this past life stuff all about and how do you get it, reincarnation?
    Yes. The past life benefits are passively abilities, stackable up to 3 times, and are acquired by True Reincarnating (you gain the PL of the class for which you had the most levels before you TR'ed, or the one whose symbol you ended with if you did an even split).
    *As a necromancer, I do want to be a wizard, not a sorcerer right?
    Wizard.
    *WF or Drow in your opinion? Or what ever other class.
    I'd say drow, simply because the point of being a necromancer is to use necromancy spells, nearly all of which have saves, and the drow gets 2 better than the WF. Also, depending on what we end up receiving, drow may gain reasonable late-game self-healing.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  14. #14
    Community Member vVAnjilaVv's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    I haven't turned in a collectible to one of the standard vendors (aside from the ones in the House D ward) in over a year. All of my bags are bursting. The logic being that we may, one day soon (TM) see additional eldritch rituals added that require different ingredients than the rituals we currently have (AC x2, force damage, force crit, resistance). At that time, I'll have whatever is needed. Unless it's cryptmoss. For some reason, I don't bother with that.
    Yes, this is something to consider too...but for a new player trying to piece together their first spell book....easily obtaining low level scrolls and inscription material which one of the collectors gives in Necro is a huge advantage.....and you can farm them on casual too for the collectible bags.

    Making a spell book for a new player is costly.

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