Necromancer 11-20 Guide!

June 29th, 2007 by rosehebe

ou are coming into your own as a Necromancer, and if you haven?t yet, you will begin to take on multiple mobs, work with your crowd control abilities, and shine overall in both groups and solo play. You probably don?t need to group yet, but feel free to. The more grouping you do, the better you will hone those skills, making you an even more valuable asset. Once we begin to hit the mid teens, you will have more group options, as your level takes you into new places with more people. You can solo or group your entire way through the teens very efficiently if you want. For the most part though, your best gear is going to be coming from the exchange or group-based quests/encounters as you progress.

Levels 11 & 12

This is a level range at which you should be done or coming to the end of your journeys in your starter area. Even if you are grinding mobs while doing your quest lines, its about time to move on from the starting chunks. There really isn?t anything new to do here. Before you venture forward, make sure you have saved enough money for your level 10 mount. This can also be accomplished through diplomacy quests, but if you have been at all thrifty with your coin you should have more than the 12.5 silver for at least the horse.

A nice place to level in this range is the Jharru Flats (east of the Temple of Dailuk, which is directly South of Khal in Qalia) and the Qa Riverbank, at the Neamsog bunkers (ESE of Khal). From there you can head to Zabadi Landing for some quests as well. You can also try the Dark Horse Downs area for quests. Dark Horse Downs is located in the Temple of Dailuk chunk, south of Khal.

Levels 13 & 14

We get some new spells at this level, so let?s take a second and go over these. We didnt bother with level 12 as you didnt get anything new.

Devouring Shadows - This spell is your lifetap damage over time spell. It will do x amount of damage to your opponent and it will also return 1/2x to you in the form of hit points. This spells is a great way to keep your hit points near full while also killing your enemy. Nothing better!

Death Incarnate is your pet buff. The spell increases your pet?s damage and speed and prevents him from being feared. It has a 5 min cool down, so don?t waste it right before a really tough fight.

Ritual Animatus - This spell is often viewed by many as worthless. Let me assure you that it isn?t. “Situational” may be the better word for it. This spell will raise the corpse of a recently killed mob. Granted, the pet only lasts about 10 seconds, but it can add some burst DPS to a fight. If you don?t need the corpses for another use, or they have no loot and will despawn, that is a perfect opportunity for this spell.

One area you can level up in will be the Beacon of Al?Hafeez, in the same ToD chunk Dark Horse Downs was located in. This beacon is located south of Khal and can easily be found by following the river south while checking your map for the beacons. You can see some of the beacons from the water. You?ll find plenty of quests in this area as well as mobs to grind on if you so choose. Once experience slows down here head NW to the quests in Evendusk Fortress.

An area in NE Thestra you can try would be Renton Keep. Once at the Keep, if you leave heading north (off road), you?ll see a tall boulder. Run past the rock with it on your right hand side. Once over the hill you?ll see a camp of goblins. These are level 15 two dots, all pullable solo. If you go past the first camp you?ll find a second nearly identical.

Levels 15 & 16

Even though we didnt get any new spells, you are coming closer to a great level, level 18. Keep chugging along!

A really nice place to level about this time is the Mekalia area and the Angoer Bunkers in Qalia. There are plenty of quests and missives in the area. By the way, a missive is just a repeatable quest that yields experience and a random item. Mekalia is east of Khal, and east of the river. There is also a camp west of the Western Angoer Bunker that has quests.

Levels 17 & 18

Level 18 is a great level for spells! A staple spell is always a nice addition, be it an upgrade or a rank 1 spell.

Transmogrify - This is your conversion spell. Its how you generate your energy. Trasmogrify takes a small percentage of your life and replaces a small percentage of your energy. An efficient way to use this spell is to keep your life full with Devouring Shadows while letting Transmogrify keep you topped off with energy.

Soul Trap is your basic crowd control spell–a spell you use to render a mob useless for a period. You can mez any undead (one max) mob with Soul Trap, which lasts for a period of time (seems to be random between 45-65 seconds). Now I know you?re thinking that there aren?t that many undead, and you?re right. But at level 26 you get a spell that turns any mob undead. We will go over that combination later though.

Dark Rebuke - This is a lovely spell. It really is. Dark Rebuke is an instant cast direct damage spell. It also does more damage versus an undead mob, so at level 26 this spell gets a nice ancillary bonus.

A few really fun areas around this level range were Skawlra Rock and Misthaven crossing. Skawlra rock is off the far NE coast of Qalia and was great for soloing crabs and turtles on the beach. In addition to the grinding mobs you have some quests from the Upside Defense Garrison to do while you?re in the area, boosting that experience a little.

Misthaven Crossing is located to the East of Renton Keep in Thestra. If you go ENE and around the mountains that surround Leth Nurae you will come to Misthaven Crossing. This is a cool little zone with plenty of quests that you can run through solo. The completion of the quest lines also sends you to a new area that will easily tide you over until you are level 20.

Levels 19/20

Welcome to level 20! Congratulations, for all that hard work you get to quest for a spell instead of buying it off the trainer. But guys, its worth it. A spell this good shouldn?t be given to you. The spell is Feign Death. Feign Death is a spell that tricks mobs into thinking you are dead. This spell is a life saver, but can also be used to lower your aggro while another is tanking. The quest walk-through for this spell will tell you all you need to know. Even though thats it for new spells, this one spell will save you more heartache then any other.

A couple really nice areas to grind at this level are back again on Skalra Rock or Misthaven Crossing. While you are in the same general location for Misthaven Crossing, Skawlra Rock changes a little. Instead of grinding on the same crabs and turtles, you can group up and make your way through the inner areas of the island.

One other area that was my personal favorite was in Qalia. The Tauthien Delta is a chunk off the NE coast almost directly east of Khal. There are a lot of quests in this area, and even more from the southern portion of this chunk in the many bunkers here. This doesn?t apply to dark elves right off, but you can easily grind nearby mobs for the faction. I especially enjoyed the largest island in the NW of the delta area. The shores are surrounded by level 18ish 3 dot turtles. They have no social aggro and you can just Fear / DoT them and let them run away and back to you with no worry. There are also no pats here. Just move in a large circle and you should be fine.

Conclusion

That?s it guys! You made it through your teens and are really beginning to experience what your chosen class is all about. You will really begin to define yourself over the next ten levels. I look forward to the journey. Have fun, and remember one thing: you level faster when you don?t die. Don?t try to be a hero. Use FD as often as you need. It will not only save you heartache and experience, but it will prevent a lot of stress. Trust me.

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