Tree of Savior Forum

Avoid Necromancer

Today is horrible play with necromancer.

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Flesh cannon is 10 hits.

I believe it is 15 hit or something
and ping seems to have effect on hit count.

Nope. I am a level 218 necromancer. It is 10 hits regardless of ping.

Gather corpse is bad. Skeleton is broken in several ways, that I’m going to give its very own thread in the suggestion subforum. Flesh hoop is decent but not amazing.

Suggested rework thread. Please support if you like the ideas :slight_smile:

are the skeletons Worth getting for pvp or they will get one shot everytime and deal crap dmg?

Flesh cannon hits 16 times. I just went and tested it again to be sure.

I hit a Green Corpse Flower and recorded it with F12. Each hit did 2894 damage. The Flower’s starting health was 109,544 and it ended at 63,240.

2894 * 16 is 46,304. 109,544 - 46,304 is 63,240.

God damn. Maybe we should stop talking about this before all the wiz3/ele3/warlocks reroll and/or start complaining.

Surprise! Necro is a juggernaut direct damage nuker, and their terrible pets are just there to distract people from that fact.

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How many hit of Flesh Hoop for 15 seconds duration?

Ok I just tested Flesh Hoop on a (slept) Green Corpse Flower. Flesh Hoop actually only lasted about 9 seconds before it ran out of charges. I tested it twice and both times it hit 15 times over 9 seconds before running out of charges. Each hit did 2493 damage, 37395 damage total.

It’s a janky spell. You can’t stand next to elite mobs after lv200, they’ll murder you real fast. Even with sleep when it breaks suddenly you get hit for ~5k damage. Also it only has 15 charges so it’s not very good at killing large groups either.

I should clarify, these numbers are with quickcast up and I’m only c1 Necro right now (lv213), so Flesh Cannon and Hoop are only lv5.

rube203’s post is probably correct. I’ve noticed a second a hit on a single target, and the skill wearing off dramatically sooner when I run through a pack of mobs.

Flesh hoop is very firmly a “meh, nothing else to cast atm” type move. It’s not a bad skill in that capacity, but it pales in comparison to flesh cannon.

Related, has anyone else noticed Flesh Cannon turning into a turbocharged flesh hoop sometimes, when the cast is interrupted? I’ve had more than a handful of instances of this. Any guesses as to how this is caused, exactly?

Yes I’ve noticed that. I think it happens when the spell is cast, you’ve spent 15 corpse parts, but the animation is cancelled before you can actually shoot it. It’s a 15 corpse part Flesh Hoop instead of a 5 corpse part one. 3 times charges I’m guessing (so 45 charges), but it’s hard to test.

This would be a really cool trick in PVP if we could figure out how to cause it.

Wait, am I the only Necro2 here who actually likes the skels? I admit, I never saw them to be a primary damage source for Necro2, but more of expendable meat shields. The setups with them (Pyro2->Psycho2 myself) are glorious.

I agree though, their AI could use a lot of work. They can’t even path over a tiny lump on the ground.

Can we get feed back from you about nec2 summons pve? How good are they on grind maps?

Damage is mediocre. Off the top of my head, they’re doing maybe 600-700 damage a swing in Alemeth, but don’t quote me on that. You will still be doing the lion’s share of the damage, which will hopefully be easier to set up with your skels getting in everyone’ face.

(Individual) durability is surprisingly decent. Skels can’t tank hits from the demonic mobs prevalent in every 170+ map, but because there are a lot of them, they can mop up a few hits, sans AoE attacks which their numbers don’t do anything against.

The real beauty of Raise Dead is a relatively quick cooldown time for a skill that summons SkillLevel# of minions, for the low low price of SkillLevel * 2 corpses. At level 5, that’s a pittance of 10 corpses, easily recouped with a pot or Disinter.

I notice you haven’t mentioned their tendency to chase fleeing mobs, bug out offscreen, and that recasting skeleton doesn’t summon new ones - only replaces the dead ones. To add insult to injury, you pay the full corpse cost regardless of how many skeletons you have active.

After about twenty minutes of playing with a party in most settings, I generally have three or four skeletons MIA and unrecoverable because monsters won’t hit them while bugged and I can’t summon new ones. The only practical fix is to switch channels twice, which isn’t worth it.

Shuggoth does this too, but at least you can bite the bullet, pay 1000 silver and call a new one.

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I have a question I haven’t been able to find a definitive answer for - do the skellies scale? I heard a Necro2 saying that their damage is your m.atk. Is that true? Does their damage decrease if you unequip your weapon?

Also curious if their damage scales with int like the shoggoth, but that’s obviously much harder to test.

Correct. The insanely suicidal AI needs to be reworked; maybe adding a distance threshold before they run back to you or something.

Personally, I wouldn’t mind paying full cost for Raise Dead each time I cast it, if only it would replace all your active skeletons, effectively resummoning them. 2 corpses per skel is cheap, especially with Disinter (although I would prefer they scrap the corpse system entirely).

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