Small note, the army of the dead talent is badly written, it makes it so any skeletons past the main 6 last for 20 seconds instead of immediately replacing the initial 6, allowing you to surpass the normal cap of 6 and have however many skeletons you can get in that 20 second timeframe
It's a useful time to run up your overheat and sacrifice a Skelly for heat vent while you have surplus minions as well. I agree, it could be done better.
I use the skelly boys to vent overcharge. Paired with a fireball staff you can endlessly cast fireballs. You only need to kill 6 elites to refund 90% of your ult. Once you get into the rhythm you can chuck out more ranged damage than a battle wizard.
"Fatshark know how to paint their things" he says in a game where 90% of helmet colors don't match body colors and 9% of those that do are still a different tint.
Building her as a dagger weilding crit machine and giving the skelles Barrow Blades is one of the most fun and powerful builds I have ever played. Good on both hordes and bosses. Inflict maladiction, crit a few rimes to either make them explode or harvest their souls to increase the amount of crits you can get. If you have the defensive curse (the one that blocks 80% damage for 3 hits), you can build a frontliner or defender on par with Ironbreaker, but more versitile, I shit you not.
@@theamatorium yeah, Frontline Necromancer is Ironbreaker levels of tanky, and the Flaming Flail+Soul Stealer is a ridiculously good combo. the Soul Stealer Staff is capable of 1-shotting nearly every Elite and Special in the game on Legend except for Chaos Warriors, and it does nice damage to Monsters and Bosses.
i just noticed its the cosmetic upgrade for necromancer. I just bought it it looks great. The gray hair bun is a nice one too if I want to see her face again
I am doing relatively good with a melee focussed build using the coruscation staff to spread curse and then using the scythe. . Maybe some people here got some other build ideas?
Flaming Flail+Soul Stealer and Barrow Blades. you have nuts DoT damage, amazing horde clear, and outside of Chaos Warriors and Monsters, you'll 1 shot most things.
There is a talent that allows you to bypass max 6 skellies but skellies that are 7th and more decay after a while. Ill try it out today on stream. Come and watch!
They only do when summoning another group, any left over from the first group start to "decay" and crumble after a certain time. Army of the Dead seems to extend this timer to 20sec allowing for a larger force at once.
I think the skeletons will be poorly balanced. If they make them tanky enough for cata, they will be OP tanky on any other difficulty, and vice versa if they make them balanced below cata they will just get steamrolled instantly on cata. They don't have the same power boost on higher difficulties that player characters get, which is higher level, more talents, better equipment and (ideally) improved skill, like blocking and dodging more. I hope they opted for the first approach though, because being impossibly tanky alone doesn't win the game at all thanks to disablers.
Balance issue always plaque the Necromancer class in every game, Devs can't seem to get the right recipe for a perfect summoner class. It's always OP at the start only for the devs to nerf the hell out of it to the point that it becomes low to mid tier.
@@TrialFireWork It unfortunately doesn´t work this way. This should be work of your talent tree which, let´s say politely, doesn´t care about this that much.
I feel like having the skeletons' health and damage be stronger or weaker depending on any mission's difficulty level would be a reasonable way of balancing it, within reason of course. The core gameplay mechanics should feel similar no matter the difficulty, ie you wouldn't want to have "a horde is coming, I throw out a wall of skeletons to hold the line/buy us time" feel too different when playing it on Recruit ("I throw out an unstoppable barrier that will kill everything that hits it forever") vs Cata ("I waste my skeletons as they instantly die to slaverats"). Let's say the skeletons are coded with the same health/defence as standard clanrats, and clanrats change health/defence per difficulty level, then the skeletons should similarly match them per difficulty level.
That is actually not a bad idea and it would keep the balance out. I personally don´t know how skellies are balanced but will be testing today on stream. Fancy a visit so we can figure it out.
I believe Fatshark did test this out and there were a lot of reports of reduced visibility because of all the skellies. It takes time getting used to it.
Small note, the army of the dead talent is badly written, it makes it so any skeletons past the main 6 last for 20 seconds instead of immediately replacing the initial 6, allowing you to surpass the normal cap of 6 and have however many skeletons you can get in that 20 second timeframe
Yea I figured. Fatshark has some issues describing things from time to time.
Oh wow. And there I was thinking my skelletons were invulnerable for the first 20s or usually had naturally deteriorating health.
It's a useful time to run up your overheat and sacrifice a Skelly for heat vent while you have surplus minions as well. I agree, it could be done better.
I use the skelly boys to vent overcharge. Paired with a fireball staff you can endlessly cast fireballs. You only need to kill 6 elites to refund 90% of your ult. Once you get into the rhythm you can chuck out more ranged damage than a battle wizard.
I have a similar build already in preparation! Stay tuned!
"Fatshark know how to paint their things" he says in a game where 90% of helmet colors don't match body colors and 9% of those that do are still a different tint.
Yes, agreed. I am still waiting for matching headgears for Chaos Wastes white body pieces. I am looking at you Saltzpyre!
"Pyromancer, markus not a Necromancer"
Now "Necromancer, Markus. Not a Pyromancer"
@@sirshrafle1607Markus: takes Bardin’s minigun
I main Grail Knight because he's fairly tanky, staggers most enemies in the game, has good stamina and packs quite the punch
Grail Knight is so comfortable to play. Never worried while solo
I am one of those people who likes fashion and stats 🎉
Building her as a dagger weilding crit machine and giving the skelles Barrow Blades is one of the most fun and powerful builds I have ever played. Good on both hordes and bosses. Inflict maladiction, crit a few rimes to either make them explode or harvest their souls to increase the amount of crits you can get. If you have the defensive curse (the one that blocks 80% damage for 3 hits), you can build a frontliner or defender on par with Ironbreaker, but more versitile, I shit you not.
I am screenshotting this to make another video :D
@@theamatorium yeah, Frontline Necromancer is Ironbreaker levels of tanky, and the Flaming Flail+Soul Stealer is a ridiculously good combo. the Soul Stealer Staff is capable of 1-shotting nearly every Elite and Special in the game on Legend except for Chaos Warriors, and it does nice damage to Monsters and Bosses.
I mean, stats and fashion but def stats 1st fash 2nd but it is close.
How does dread Senchal work
It gives your skeletons 50% more health and damage and separates your attack/defend order which can be used simultaneously.
@@theamatorium the reason your 1 Shield Skeleton wasn't moving was because that's where you'd last ordered it to defend.
Where'd you get that hood with the cold breath?! lovely
i just noticed its the cosmetic upgrade for necromancer. I just bought it it looks great. The gray hair bun is a nice one too if I want to see her face again
@@MisterMelt I´m late to the party but exactly! Cosmetic upgrade!
I am doing relatively good with a melee focussed build using the coruscation staff to spread curse and then using the scythe. . Maybe some people here got some other build ideas?
Flaming Flail+Soul Stealer and Barrow Blades. you have nuts DoT damage, amazing horde clear, and outside of Chaos Warriors and Monsters, you'll 1 shot most things.
I love how much they went the Everquest route.
Skeleton decaying after a certain delay? I didn't see any of this happening on others videos
There is a talent that allows you to bypass max 6 skellies but skellies that are 7th and more decay after a while. Ill try it out today on stream. Come and watch!
They only do when summoning another group, any left over from the first group start to "decay" and crumble after a certain time. Army of the Dead seems to extend this timer to 20sec allowing for a larger force at once.
@@Thorproject1 They crumble immediately after summoning another group. The talent turns that immediately into 20 seconds.
@@theamatorium Awesome!! Thank you for the heads up, that just makes that talent even cooler! :)
@@Thorproject1 If you got any questions I am streaming in about 30 minutes!
I think the skeletons will be poorly balanced.
If they make them tanky enough for cata, they will be OP tanky on any other difficulty, and vice versa if they make them balanced below cata they will just get steamrolled instantly on cata.
They don't have the same power boost on higher difficulties that player characters get, which is higher level, more talents, better equipment and (ideally) improved skill, like blocking and dodging more.
I hope they opted for the first approach though, because being impossibly tanky alone doesn't win the game at all thanks to disablers.
Balance issue always plaque the Necromancer class in every game, Devs can't seem to get the right recipe for a perfect summoner class. It's always OP at the start only for the devs to nerf the hell out of it to the point that it becomes low to mid tier.
Cant they balance twice: one for below cata and one specifically for cata?
@@TrialFireWork It unfortunately doesn´t work this way. This should be work of your talent tree which, let´s say politely, doesn´t care about this that much.
I feel like having the skeletons' health and damage be stronger or weaker depending on any mission's difficulty level would be a reasonable way of balancing it, within reason of course.
The core gameplay mechanics should feel similar no matter the difficulty, ie you wouldn't want to have "a horde is coming, I throw out a wall of skeletons to hold the line/buy us time" feel too different when playing it on Recruit ("I throw out an unstoppable barrier that will kill everything that hits it forever") vs Cata ("I waste my skeletons as they instantly die to slaverats"). Let's say the skeletons are coded with the same health/defence as standard clanrats, and clanrats change health/defence per difficulty level, then the skeletons should similarly match them per difficulty level.
That is actually not a bad idea and it would keep the balance out. I personally don´t know how skellies are balanced but will be testing today on stream. Fancy a visit so we can figure it out.
Hate playing with a necromancer, all those greenish VFX and skeleton obstruct the view too much and it's hard to see shit.
I believe Fatshark did test this out and there were a lot of reports of reduced visibility because of all the skellies. It takes time getting used to it.