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Raestloz
08-09-2011, 03:31 PM
I have a character with Necromancy and Unarmed Combat both at level 40. Now, the questions:

Should I concentrate on Necromancy or Unarmed Combat? What is the benefit of raising Necromancy? Does it increase the damage output or simply reduce the fizzle chance? If I have amazing MR and low Necromancy,will Necromancy still be a viable option in combat? Especially against difficult (12+) opponents?


On a side note, I understand that Mark of Death is no longer here, does that mean that death have no consequence save for lost progress?

Elrond
08-09-2011, 03:39 PM
The side note first, yes! "Death" means lost progress only.

As to Necro vs Unarmed, I would go with Necromancy. In the long run, unarmed is virtually useless. You need a powerful weapon to inflict special damage, do healing, stun opponents, etc..... And Necromancy comes very handy when facing difficult opponents. You can do damage even if the foe is 18+ to hit. That is true for foes that don't have high magic resistance; and they are few in number.

Doolipalally
08-09-2011, 03:45 PM
I agree with Elrond. Unarmed is OK at the lower levels but you need to be looking at using a good weapon. Plus there are some things which you can only hit with Unarmed if you're wearing one of Wyxryn's rings from Tallys, which limits your options.

I'm not a big magic user in combat, but I'd recommend having at least one strong combat power to get you out of trouble if you need it.

Raestloz
08-09-2011, 03:49 PM
I see... I was thinking that, while I can't inflict damage to resistant enemies, the MR should still help mitigate the damage received

Also, what is the benefit of high-level necromancy? Does it simply reduce the chance for it to fizzle?

Elrond
08-09-2011, 03:54 PM
The higher the level of an attack power the higher the damage and the lesser the fizzle chance. So, there are 2 benefits to it.

Raestloz
08-09-2011, 03:59 PM
I see, I guess I'll just stick to Necromancy then. The experience cost is really something...

Tetracapillactomist
08-09-2011, 04:26 PM
I see... I was thinking that, while I can't inflict damage to resistant enemies, the MR should still help mitigate the damage received

Only if it lowers the foe's comparative MR or "to hit" number, by and large (all in the rolls, once more - your Luck will definitely help, as low results might be re-rolled, and the lesser the difference between your roll result and the enemy's "to hit" number, the lower the damage inflicted on you will be - foe's occasional special attacks notwithstanding, as they are largely unavoidable, and the damage they inflict is not generally mitigated by anything).

But since the issue here is what to do when the foe is far outranking you in terms of MR rating, we come back to the unquestionable need - in the early stages especially, when the likelihood of encountering overpowering foes is so much higher - for a good offensive power, as a backup solution.

Of course, higher your MR rating, lower the chances of being overpowered by most foes.

Also, you're right in assuming that as you fighting skill (armed or unarmed alike) increases in level, you do gain some benefits: at higher levels of the skill in question, you will often enough 'execute an attack worthy of you [level rank name] skill,' which will instantly and temporarily lower your foe's "to-hit" number (to the minimum of 3 even) by raising your MR momentarily. A definite advantage, to be sure.

And another 'of course:' scaled enemies' MR rating and "to hit" numbers are unaffected by your MR rating, be that 35 or 350, as you probably know.

Also, what is the benefit of high-level necromancy? Does it simply reduce the chance for it to fizzle?

Not sure whether it does do that [to any significant extent], but it is possible and logical (which doesn't mean it's factual, but I just don't know).
[edit] Ninja'd - I defer to Elrond on that.

It does increase the amount of damage you offensive power inflicts, however, so the 'you get more bang for your buck.'
For every NV point used, you score higher amounts of damage as the level of your power increases, so the foe dies in fewer rounds, and by the same token, your Nevernal Reserve depletes at a reduced rate.

Tetracapillactomist
08-09-2011, 04:43 PM
I see, I guess I'll just stick to Necromancy then. The experience cost is really something...

Well, for AG members, most powers benefit from a reduced cost in experience, when levelling at the Grey Circle (which offers training up to a preset level that varies between about levels 55 and 60 for individual powers), but that does not include Necromancy and Shadow Magic.

And that reduction adds up to significant savings in terms of experience required for each increase of each power trained, up to that preset level.

Great offensive powers that are offered training at the Grey Circle in Talinus, are Gating and Elementalism, neither of which can be resisted by most foes, same as Necromancy.
But then Necromancy comes into play with the Tzal-Toalth staff, so there are 'fringe benefits' to that power (though once more, for AG members, I believe).