Vanguard Necromancers

The Necromancer class is one of 4 Spell Caster (DPS) classes in Vanguard

Vanguard Classes : Necromancer

The Necromancer Class

Necromancers cripple enemies with their deadly magic and wield sinister power over the undead, raising up nearby corpses to help fight enemies.

Abomination

Necromancers wield control over a massive construct called an Abomination. This flesh golem is a misshapen hulk constructed from parts of various undead corpses. The Necromancers Abomination acts as the casters defensive partner and holds off enemies while delivering devastating melee damage. Abominations can be modified and upgraded with limbs and organs harvested from fallen enemies.


Necromancer Attribute Information

Necromancer Starting Attributes

Strength Constitution Dexterity Vitality Intelligence Wisdom
30 25 20 35 50 50

Suggested Attribute Investment Priority

Strength Constitution Dexterity Vitality Intelligence Wisdom
D C D B A A

Primary Spell Focus Types

Spell Damage Focus
Physical
Spiritual

Undead Forms

As a necromancer you can choose to take on the form of a specific form of undead. You can choose the corporeal forms of Skeleton, Lich and Demi Lich or you can choose the incorporeal forms of the Wraith, the Spectre and the Ghost. Each has advantages and disadvantages. You can also return to normal mortal form, but the transition will weaken you greatly for a short time.

Necromancer Undead forms include:

    Corporeal

  1. Skeleton
  2. Lich
  3. Demi Lich
     
  4. Incorporeal

  5. Wraith
  6. Spectre
  7. Ghost

 

Abomination

Your abomination is a persistent pet. Similar to pets of tradition, this pet will fight for you, obey your commands to retreat, etc. Your abomination is a construct. It is more flesh golem than undead beastie. As you progress you will be able to summon increasingly more powerful looking abominations. Abominations are different than all other Vanguard pets in that they can equip items, called Grafts.

You can summon your first abomination at level 10.

 

Grafts

Grafts are special items that a necromancer can attach to his abomination to augment his pet, change its ability set, etc. Grafts can add to your abomination's arsenal of abilities. Grafts come in the following flavors:

  1. Claw
  2. Fist
  3. Leg
  4. Skin
  5. Brain
  6. Torso
  7. Heart
  8. Face
  9. Soul

Only one graft of a type may be added to your abomination and there are limited slots for grafts, so you will need to choose which grafts to use. Grafts can be swapped out just like normal items, so when you abomination outgrows an old one, you can sell it off and equip a shiny new one.

Grafts are attained through the use of the Harvest Corpse ability. There are common and rare grafts as well as one-of-a-kind grafts that drop off of named NPCs. Drops are limited now to general mobs, but eventually specific npcs will have their own graft tables. We will be tweaking drop rates on these as time goes on.

 

Corpse Magic

Many of the Necromancers can be cast on corpses. Only one spell can be cast on a corpse. After that they corpse is considered "consumed" for the purposes of spells. They can still be looted and harvested (both by necromancerss and harvesters).

 

Minions

Raising minions is corpse magic. Minions are short duration pets that will take a limited amount of instruction and will fight to the death. They are always your level when they are summoned.

Minions come in 3 flavors:

  1. Guardian : Most hit points, least damage
  2. Slayer : Med hit points, mid damage
  3. Caster : Least hit points, most damage

The Necromancer can have a specific number of minions "alive" at any one time. This number grows as the player levels.

Minion type also depends on the undead form that the necromancer is in. See above.

Summoning a minion when you are at your max number will cause the oldest to be destroyed as it makes room for the new one.

 

Animations

The Necromancer is also able to animate a fallen foe and coerce it to follow him. Animations are duplicates of the living forms, excepting that their power is much lower. Any special attacks that the animation had before death it should have after death. Some NPCs are immune to being raised.

Your animation lasts for several minutes and it also counts against your total minions. So if at level 25 you could have 3 minions up and you had animated a dead Gwartak, you could only have 2 additional undead minions.

 

Necromancer Spells

Curses
Curses are quested spells that have immense power. They also need a catalyst in order to function. If you cast Curse of Terrible Wasting on an opponent, that is affected by the associated plague (in this case, Plague of Horrid Decay) it will unleash its power. Without the plague being in place, it produces no effect.

Curses are dependant on Plagues. The reverse is not true.

Plagues
Plagues are standard debuffs and DoTs. You earn your first at level 4. The only thing that makes these different from normal spells is the fact that each is associated with a curse. Without knowledge of the associated curse, these spells deal their damage, apply their debuff and then fade away. When the knowledge of the associated curse is known and used the plague and the curse make a very potent combination.

Multiple Necromancers casting the same plague can work off one another.

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