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Vanguard:Saga of Heroes>>Classes & Skills>>Adventuring Classes

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Inquisitor*
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Berserker*
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Necromancer

  *These classes are unavailable at launch.

Class overview
Necromancer - Master of the dead
The Necromancer is an arcane caster class in Vanguard and the sole confirmed pet-dependent class. Necromancers use dark magic to create (undead) "abominations." They can also summon minions or animate the fallen. It's not known if they can resurrect party members, though. The necromancer is able to wield one handed piercing weapons like daggers and 2-handed blunt weapons like staffs.
Relative detail
Abbreviation: NEC
Sphere: Adventuring
Archetype: Arcane Caster
Allowed Races: Thestran/ Vulmane/ Dark Elf/ Gnome/ Kurashasa /Qaliathari/ Goblin/ Kojani
Gear: Staff, Dagger, Light armor, Focus items
Talents: Necromancy, undead pets
Necromancer Spells and Skills
Check here for full details.
The Undead Forms
At level 30 a necromancer can learn from one of two different undead forms. The forms are obtained via quests and choice of form, once made, is irrevocable. Each form has its own advantages and disadvantages and forms determine the form of undead minions that a necromancer can summon. Forms upgrade as the necromancer gains levels.

Types of Forms:

Lich Forms
  • Form of Bones (Level 30) - This form gives the Necromancer +15% damage with physical spells, +15% health and +100 to armor.
  • Lich Form (Level 40) - This form gives the Necromancer +20% damage with physical spells, +20% health and +125 to armor.
  • Demilich Form (Level 50) - This form gives the Necromancer +25% damage with physical spells, +30% health and +166 to armor.

Wraith Form
  • Wraith Form (Level 30) – This form gives the Necromancer a 15% damage bonus with spiritual spells and a 8% damage rune.
  • Form of the Specter (Level 40) - This form gives the Necromancer a 20% damage bonus with spiritual spells and a 8% damage rune.
  • Ghost Form (Level 50) - This form gives the Necromancer a 25% damage bonus with spiritual spells and a 8% damage rune.

PETS
Necromancer pets are called Abominations. They grow in power and change in appearance as the Necromancer levels. Abominations are permanent pets, are rumored to be more flesh than golem and can equip items called grafts. Grafts are like normal inventory items adding special abilities and stats to your pet. Grafts are obtained through a special corpse harvest Necromancer only ability, called Necropsoy. By using this harvest ability the Necromancer can find common, rare and one of a kind grafts. Eventually all MOBs will have their own loot table for grafts. Grafts can be equipped and swapped in and out like normal equipment. Abominations start with 2 graft slots and gain additional graft slots as the Necromancer levels. An abomination will have the following equipment slots:

  • Claw
  • Stronghand
  • Leg
  • Torso
  • Heart
  • Face

Grafts add active and passive abilities. A graft may add armor, attack power, increase its attribute or some other abilities. But grafts can also add active abilities such as special attacks or spells. To use the active abilities you can easily make a macro by typing: /cast “name of ability”
The Abomination

The hallmark of Vanguard's Necromancer is the abomination, a persistant pet that can be "upgraded" using grafts. It will fight for you and obey your orders. These creatures are like a flesh golem, made from various body parts. Grafts can be upgraded and swapped out like conventional equipment.
To get new grafts, one must utilize the gruesome "harvest corpse" ability. (Note: As of 1/8/2007 this is done via a spell called Necropsy.) Grafts for the most part are otherwise like loot, and as such there are some elusive grafts one might seek out.

Corpse Magic

Necromancers are focused on the manipulation and control of death. They can use corpses to create minions, re-animate fallen foes or use the corpse for effect such as creating an explosion. A corpse may only be used once for one of these spells. Casting a Corpse Magic spell does not prevent the corpse from being looted or harvested.

Minions

Minions are short duration pets (10 minutes) with limited control. The necromancer is limited to a certain maximum number of minions at once. This number goes up as the necromancer levels. If one exceeds the maximum number of allowable pets, the oldest pet is replaced by the one just summoned. Minion pets are the same level as the necromancer and the minion pet type will be determined by the current form of the necromancer.

Minions come in three types:

  • Guardian - Tank pet with lots of hitpoints but causes less damage.
  • Plague Bearer - Less hitpoints and more damage.
  • Slayer - A hybrid pet with medium hitpoints and causes medium damage.

Effects

A corpse can also be used for effects such as being exploded to cause area of effect damage to their enemy.



TYPES OF SPELLS
Damage Spells

Necromancers do most of their damage with damage over time spells (DoTs). They have 4 main lines of DoTs: Torment, Plague of Infestation, Devouring Shadows, and Grasp of the Grave. They also have some very nice direct damage spells with Dark Rebuke, Bonespike and Shadow Feast. Necromancers can also do area of effect damage with corpse explosion spells and the Poison Burst Spell.

Counterspells

The necromancer counterspell, Annul Magic, is obtainable at level 10. This counterspell completely nullifies an incoming enemy spell.

Debuffs

Necromancer’s get 3 Debuff’s: Shadow Feast, Crippling Blight and Soul Blight. Soul Bight is the main Necromancer debuff lowering their enemy’s spiritual resistance and turning them into undead (where they can also be affected by undead spells such as those of paladins and clerics). This spell greatly increases the damage done by many necromancer spells.

Lifetaps

Necromancers are masters at stealing their enemy’s life and returning this life to themselves. They can life tap their enemies with Drain Life, Devouring Shadows, and Life Draught. Life Draught will heal the necromancer’s entire group from the life of his enemy.

Buffs

Necromancers have a number of buffs that can increase armor class, cold resistance, constitution, intelligence, and the ability to breathe underwater.

Utility Spells

Necromancers get a number of utility spells including Feign death, fear spells, an undead crowd control spell, an evacuation spell, resurrection ability, energy drain, and an ability that coverts their health to energy .

Feign Death

At level 20 a necromancer can obtain this spell by completing the Art of Death Quest quest. The quest is given by Master Vallerex in the Kalendra’s Coven dungeon. Feign death allows the necromancer to attempt to fool mobs into believing she is dead
Plagues & Curses

Necromancers' arsenal of arcane magic includes plagues and curses. Plagues are like conventional dots and debuffs, except they have a curse counter. After a certain time, the curse counter adds up and triggers any curses. Curses are special abilities that must be gained via a quest. They don't do anything by themselves; they must be seperately triggered by a plague.

Other Info

Necromancers are deeply embedded in High Fantasy, often as an evil and insidious character who raises the dead to do his bidding—often for dark purposes. While Vanguard might not be sticking entirely to standard high fantasy, the class does show many abilities that are core to the concept—and many other neat abilities on top of that.

The Necromancer was pretty popular this year at E3. It seemed to be a class that many people were excited to hear about and see in action. In fact, a good bit of the gameplay game-play demonstrations was with Necromancers.

So, why is it that this class was getting so much attention? Well, people just seem to love the idea of the Necromancer; the mage who raises the dead to do his bidding. It has an insidiousness about it that could appeal to many. However, let us take a closer look at this class with what was learned at E3 this year, thanks to a few developers at Sigil—largely David Forrest.

Necromancers are most notable for their loyal, undead servants, and they are usually implemented into games as a pet-based class. Vanguard is not straying far from that. However, Sigil is throwing in a few new ideas with their pets. That is, the player can loot parts of creatures and attach them to the necromancer to let it grow stronger and obtain new abilities. For example, you may obtain a rare ‘part’, such as an Ice Claw, which, when attached to your pet, enables it to use snares and roots. Like weapons and armor in the game, there will be rare drops for these parts as well.

The Necromancer also has numerous other abilities that can aid them in battles. They will have a Feign Death, four DOT lines, DD/Snares, DOT/snares, Curses, Auras, a ‘Wail’ line, which acts as an AoE fear spell that also deals damage, as well as a single-target fear. The Necromancer should have a powerful arsenal at their disposal as far as spells go.

Curses sound particularly interesting. They are related to the different DOT lines, which are named after various types of plagues, such as the Plague of Infestation, which causes scarabs to burst from the skin of the target. The curses are attacks that do not happen immediately, but instead take a bit of time to go off with fantastic effects, and do cost mana to cast. Once the curse is cast, it is activated once the DOT on the target has progressed far enough—or if multiple people are DOTing the mob.

To give an example of one of the curses, there is a DOT that drains the mana of the target (potentially a mana-tap), which the Curse of the Thought Worm—a level one curse—is related too. When the curse goes off, it deals extra damage, damages the mana of the target, and silences them for a duration when it goes off.

The Necromancer also has some crowd control abilities—although not as much as some of the other classes. One way in which the Necromancer can do this is with their Mummify ability, which essentially turns an enemy into a mummy that can not fight effectively. The Necromancer has several different Auras that they can use. One example of this would be a Chill Aura, which sends cold effects out from your position, snaring enemies as they get close to you, with a chance to root them for a short duration as the character rises in level.

This also gives the added benefit with AoE spells, such as Poison Blast and Corpse Explosion. With the enemies grouped around you, moving slow, you can gain hits on more targets.

Many people have fond memories of EverQuest and what Necromancer’s had to deal with concerning the faction system. That is, that they were not well liked by good races. It sounds as if Sigil is considered having this class (and possibly others) impact the faction system in Vanguard as well. Yet, it is not clear how this will work, or if it will end up being implemented at all. It was mentioned that High Elves would likely not consider Necromancers as evil, as they view the use of magic, not the magic itself, as good or evil.

Necromancers have quite a few abilities that they can put to use in Vanguard and they should be an exciting class to play for those interested in pet-based classes, or someone interested in a solid arcane-based class. One way or the other, considering the attention that it was given at E3, the Necromancer will likely be a popular class—and quite likely for good reason.

-Arrakiv's E3 Writeup On Necros

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