Necromancer Creation Guide

June 29th, 2007 by rosehebe

Necromancers are the primary pet class in Vanguard Saga of Heroes. They are masters of the undead and have permanent pets called an Abomination, temporary pets called minions, Animated Fallen Foe pets, and a variety of spells and abilities.

Intelligence, wisdom, and vitality are the Necromancer?s primary attributes because a Necromancer lives or dies by his spells. Intelligence increases the potency of his spells while wisdom increases his mana pool. Vitality helps the Necromancer regenerate energy faster in battle.

Building a good Necromancer takes some careful planning at the character creation screen and requires you to learn a handful of tactics in the lower levels.

Selecting the Right Race

Necromancers of all races start with the same attributes, but the choice of race can affect how many points the Necromancer automatically gets placed into its prime attributes.

Starting attributes:

STR CON DEX VIT INT WIS
30 25 20 35 50 50

Each character gets 20 attribute points (AP) per level, starting at level 10. 6 of your AP are placed for you automatically–one per attribute (STR, CON, DEX, VIT, INT, WIS). 4 points are assigned to attributes based on your race if you are not a human (humans are kojani, mordebi, qaliathari, and thestran). You can place 10 (14 for humans) wherever you want to within soft caps of 5 per level.

Additionally, characters get racial bonuses to their soft caps. These are called preferred stats and allow characters of a race to flesh out in a way that reflects the traits of the race. Non-human races get 4 bonus points to soft caps (usually two or three attributes only) while human races get 6, 1 for each attribute. Thus, a human can be more balanced, while a non-human becomes more specialized.

The table below shows the attribute scores at level 50 before gear and buffs for the Necromancer based on the race selected. We?ve highlighted the best results for each of the primary attributes for you. It is possible to reach the soft cap for three attributes as a human, but those soft caps may be lower than those attainable by other races. For example, a qaliathari Necromancer can reach the soft cap of 246 in WIS, VIT, and INT. A kurashasa Necromancer can reach soft caps of 205 in VIT,  246 in WIS, and 287 in INT.

Racial Abilities

The other important factor to consider when picking the race for your Necromancer is racial abilities. With their short durations and long recasts, racial abilities are less important than attributes in the selection process, but they can be used to pick between races that are otherwise equal. The racial abilities are listed below.

Thestran: Inspirational Commands
You will have 3 inspirational commands at your disposal: Inspirational Presence, Inspirational Wisdom, and Inspirational Tactics. Each command is a group buff that will add either 2% to mitigation, a 3% reduction to mana cost of all spells, or a 2% increase in damage. You may only maintain one command at a time, however you may have all 3 effects active at the same time. Recast is instant.

Human Ingenuity: + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking


Vulmane: Spiritual Bond
This ability will apply an effect to every member in your group, allowing 35% of all damage done by them to return to you in the form of health for 20 seconds. Recast is 15 minutes.

Animal Reflexes: 10% bonus to run speed.
Crafting: +10 Problem Solving
Harvesting: +5 Skinning


Kojani: Spirit of Jin
This ability will immediately restore 45% of energy and hit points to the target. This ability has a diminishing effect on any target that has benefitted from this ability (used by another player) in the last 10 minutes. Recast is 30 minutes.

Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking


Goblin: Hex of Ghalnn
Whoever is afflicted by this hex will return 3% of the mana and hit points for every hit that is made on them. The effect lasts for 60 seconds. Recast is 15 minutes.

Small Race: 2% bonus to evasion
Crafting: +10 Reasoning
Harvesting: +5 Mining


Qaliathari: Swiftness of the Sands
For this next 10 seconds, you will evade all melee attacks and spells. Recast is 30 minutes.

Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking


Dark Elf: Spawn of Haelufir
This ability allows you to summon forth a small drake for a short duration. The type of drake you summon will be based on class and level. Each type of drake will have a variety of effects at their disposal, ranging from group auras, to breath attacks. The higher level drakes will also learn spells that are sympathetic with their associated class. Recast is 30 minutes.

Elven Wisdom: 2% reduction in mana cost
Crafting: +10 Finesse
Harvesting: +5 Skinning


Gnome: Forge Crystal
This ability allows you to operate a variety of devices, only available to gnomes, which are able to materialize a energy crystals. Crystals will have several common effects, ranging from percentage based mana, health, and endurance heals to several uncommon, rare, and even ultra rare effects such as prismatic group resist buffs, rune and damage shields, minion summons, and more.

Small Race: 2% bonus to evasion
Crafting: +10 Problem Solving
Harvesting: +5 Mining


Kurashasa: Symbiotic Armor
When this armor is active you will be protected by a proc (a process that fires under certain conditions). In addition to a rune that mitigates 25% of all types of damage, you have a chance to apply an effect to all enemies within a 20 meter point-blank radius when you attack, cast a spell, or receive damage. Anyone affected by this debuff will become snared and slowed. Recast is 30 minutes.

Animal Reflexes: 10% bonus to run speed.
Crafting: +10 Reasoning
Harvesting: +5 Skinning


Level 1-10 Tactics

You will find the necromancer to be one of the primere solo classes in Vanguard and he / she will breeze through levels 1 - 10. You won?t have to stray a long way from any starting city to find suitable creatures to fight. Keep your eyes open, and do every quest you find in your starting area and you will be on your way. Be aware of the considering system in Vanguard. Not only do you have levels, but you also have a number of dots associated with each mob, determining how difficult that mob will be. A level 5 two dot monster will be much easier then a level 4 three dot, for example. Try and stick with 2 dot mobs in and around your level; a level or two higher will be ok, but 3 or more levels above you and you will have a fair amount of resists, which can result in death. If a monster can reach you, you are in trouble. From level 1 - 2, simply kill a few monsters by nuking them at max range. Start off each fight at max range so the mobs have a long way to run to reach you. By doing this, you will be able to get in an extra cast or two, which at this level is death for your opponent.

You begin the game with two spells, Bone Spike and Power of the Grave. Bone spike is your basic direct damage (DD) spell. You cast the spell, and once done casting a spike flies at your target, instantly dealing damage. Power of the Grave is a buff that will grant your defensive target 9 intelligence and 9 constitution. You should keep this buff active at all times as it increases your hit points, resists, and spell damage. From level one to two you will basically just cast your DD spell at a monster from a far distance, and once again while he is running and perhaps once more when he gets to you. It won?t take any time at all before you reach level two.

As soon as you hit level 2, you want to return to your city?s local spell trainer and pick up your first spell, Torment. This is your basic snare type spell. It will slow a mobs movement speed by 50% for 32 seconds while dealing damage to boot. This should be your opening spell most of the time, as this will give you plenty of breathing room if you get in trouble. The trick to kiting successfully is to use every tool in your arsenal to avoid getting hit. You?re not a tank, and you don?t have the hitpoints to endure a lot of damage. Yes, you?ll get hit once in a while when things go wrong (as they inevitably do), but a good Necromancer knows how to fight from a distance.

Now that you have a snare spell at your disposal use this to your advantage. From levels 2-4, snare a mob and kite him around. What this means is that once you have the mob snared, you can move freely to max distance and cast spells. While that mob runs toward you, you can cast and move again to max distance. Keep this up until level four when you get your pet. Remember Torment lasts for 32 seconds, which should be enough for you to lay waste to anything at this level. If something goes wrong and you feel like your 32 seconds is almost up, recast the spell. Torment has a 6 second refresh, so it would be better to cast this spell about 25 seconds after you cast the first Torment, in case of a resist. Again, keeping the mob away from you is vital; if a mob can reach you it won?t take him many hits to kill you. At level 4 you get your first pet and combat changes a bit, but these basic tactics will apply most of your career as a Necromancer.

Congratulations, you have reached level 4 and you receive your pet, the Abomination. These pets have a fair amount of hit points, but do not maintain aggro very well at the lower levels. Your spells will be doing a lot of damage in comparison to your pet. Remember the basics above apply here. First thing you should do, now that you have your pet, is send him in to build a little aggro. Once your pet has had a few seconds on the mob cast Torment. Once done, feel free to unload. If the monster continues to attack your pet, then you can finish him off without moving, but if the mob notices you and begins moving toward you, move around out of distance and either let your pet finish him off or you can. For future reference, having a mob chase you while your pet beats on it is what?s called reverse kiting. Continue on this path until level 6.

Great, you have reached level 6. Things are starting to slow down a little on experience and you are beginning to see the tools you have available. You receive your fear spell at level 6, and let me tell you this bad boy is a life saver, but be careful. Fearing a mob into a group of his friends will cause most of them to come running, and not at your pet, but YOU!!! Earlier I described a tactic called reverse kiting. When reverse kiting you control the path a mob takes because he will follow you. Fear kiting is similar with one major concern, you do not control the path of the mob. If you have an open area fearing a mob is not a problem. This will give you and your pet time to beat on him for 15 seconds without any worry of death. If you are in a more crowded area though, be careful. Perhaps reverse kiting the mob is a better route. This will be determined by your playing style and the area you are in, but at least you have options.

At level 8 you receive your first lifetap spell. Lifetaps are a form of magic, which will damage your opponent, and return said damage to you in the form of health. This will prove to be very helpful. You can now fully sustain yourself. If you get hit, which is going to happen, you can now trade your mana for hitpoints. Remember guys, a Necromancer with 0 mana and 100% life is much better then a Necromancer with 0% life and 100% mana. Use your lifetaps when needed. They are a great tool for killing a mob, or as a secondary tool to keep you alive. One thing to note; you will notice that the damage to mana ratio of lifetap spells is not nearly as good as your other type of spells. Because of this, utilize your spells for the given situation. If you need to cause instant direct damage, use your bone spike spell. If you need life, your drain life spell will suffice. Continue feeling out your playstyle, and figuring out every aspect of your Necromancer, you will be level 10 and on your own shortly.

Well done! You have reached level 10. You are ready to explore your world beyond your basic starting areas. While you have learned the basics of your class, you have yet to experience anything Vanguard has to throw at you. Below I will go over a few things to remember out in the world to keep you alive.

New combat spells at level 10

You have received three spells that I will explain as they are vital to you. Underground Journey is what we call an evacuation spell. This spell will take you to the nearest safe spot. It has a 6 second cast time so you may need to fear mobs away or keep them snared and run a bit, but casting this and being alive is much better then dying. Usually the return trip to your grinding spot is a short distance.

The second spell, Annul Magic, is what we call a counter ability. As you progress you will begin identifying what spells mobs are casting. As you get better at this Annul Magic will allow you to counter the spells. Potentially stopping a heal or buff on the monster, or stopping a fireball from hitting you will save you a lot of heartache.

The third spell is called Sealed Fate. This is a physical finishing move. To activate this ability one of your physical based spells has to critically hit the mob. When you mouse over a spell it will tell you what type of spell it is, whether spiritual or physical. Remember, only the physical crits will activate sealed fate. Spells like Bone spike and Plague of Infestation are two physical spells. When your Sealed Fate ability lights up, use it!!! It only has a 5 min recast time, and will basically destroy any mob you successfully land this spell on.

Mind Your Surroundings

Adds are those monsters that attack you while you?re trying to take out another one. It?s important to know what monsters are around you at all times, and kiting works best in an open area where you have good visibility. I?ve occasionally gone into Vanguard graphics settings and turned off the grass feature so that I can better see the monsters around me while soloing. You?d be surprised what you?ll trip over in the high grass if you?re not careful.

It?s important to take out the aggressive monsters in an area first. Look around and find those that will attack you on site, and those that will only attack if you attack them first. (To check if a monster will attack you, just target it. Aggressive mobs will have a red name, while non-aggressive ones will have a yellow name.) Obviously, the mobs that will aggro you if you run by must be eliminated before you start hunting the non-aggro mobs.

Despite your best intentions, sometimes situations will come up. Perhaps an aggressive mob spawned right on top of you, or you didn?t see that mob hiding behind a tree. Some mobs are social, and will help their friends if they?re in the vicinity. No matter how you acquire an add, always snare it, even if you?re going to end up running away. A snared mob won?t be able to catch up with you and hit you from behind. The reason you want to snare instead of fear is because our fear spell has a cast time (albeit only 1 second), where as Torment is instant. Another reason you don?t want to fear right away is if there are other mobs around that can add as well.

Caster / Range Mobs are Evil

As a rule, you?ll want to avoid mobs that do a lot of casting or ranged damage; they can spell your doom (pun intended) while kiting. But should you come across some casters be ready to counter their spells or attacks whenever you happen to perceive their actions. When you?ve perceived an enemy?s next move, you?ll see a message telling you so near the target recticle, and notice a timer counting down on your annul magic chain button. This gives you a certain amount of time to react to the spell by using your Annul Magic ability. You won?t perceive enemy actions all of the time (your perception is linked to your Intelligence and Wisdom attributes, and will increase as those stats increase, as well as through experience and use), but when you do, make certain to use Annul Magic for a chance to counter the spell effect.

There are some casters with limited abilities that you can handle easily enough. Spiders are a good example. They?ll snare you, but you should still be able to remain at enough of a distance to kite them without sustaining much damage. The trick is to experiment and come to know the mobs you?re dealing with and what they?re capable of. And remember, if you just can?t get that mob away from you, you can always fear and evac (Underground Journey spell). Just remember where you are and what is around you.

Practice Makes Perfect

After a while, you should get the rhythm of kiting and have little problems progressing quickly beyond level 10. While kiting isn?t necessarily the most exciting way to progress, nor the fastest (grouping should get you where you want to go faster than soloing), it?s great for the player who likes a little alone time, or wants to learn to play his class well before adventuring with a group.

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