![divinity original sin 2 wiki necromancer divinity original sin 2 wiki necromancer](https://oyster.ignimgs.com/mediawiki/apis.ign.com/divinity-original-sin-2/0/0d/Pyramidhatch.jpg)
At your command, poisonous worms slither up from the earth, attaching to every character in the area who is not protected by Magic Armour. Creates 8 random oil surfaces within the areaĭeals 50% Earth Damage to each character in the area. Gives immunity to poison and earth damage for 1 turnĭeals 100% Earth Damage and Knockdown enemy characters and items around you. Poison erupts from the caster in a circular wave, dealing 100% Poison Damage and forming poison clouds. Spikes impale all characters and items, setting Crippled and dealing 100% Earth Damage. Restore Physical Armour for 3 turn(s).ĭeal Physical Damage, based on your current Physical Armour, in a wave of metal spikes to everyone in the area (Including Yourself)ĭamage is based on your current Physical Armour. 2m Explode RadiusĪllies near you start slowly regenerating Physical Armour. Throw dust at a character, blinding them and dealing 75% Earth Damage.
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Remove Stun and Shocked from characters.Ĭoat your weapon with poison, adding Poison Damage to your weapon skills and attacks.
![divinity original sin 2 wiki necromancer divinity original sin 2 wiki necromancer](https://i.psnprofiles.com/guides/8219/adfa76.png)
Restore up to Physical Armour, depending on relevant surface area 1m Explode Radiusĭestroy Physical Armour on target character, and set Acid status.Ĭonsume oil surfaces around you and convert them to Physical Armour. Creates an oil surface where it landsĬast a magical poisonous dart that does 100% Poison Damage, and creates a puddle of poison. Removes Poisoned, Bleeding, Burning, Acid, Decaying.Ī giant rock with sticky oil that deals 85% Earth Damage. While Fortified, the target cannot be teleported. Turns water, blood surfaces and clouds into poison! as summoning BUFFS necro summons later on, and you can use totems and incarnates to strip armor early on, but you can ONLY have 1 summon at a time so its something to consider ie you cant use an incarnate and a necro pet at the same time.Deals 55% Poison Damage to enemies and undead allies around you and can poison them. But that doesn't mean it cant or doesn't work out i use Necro for self healing, and i can still easily strip physical armor if needed, but if you want a good necromance Warfare/necro is probably the best way to go scoundrel can probably work but only with the right set up. Necro does physical damage thus it does kind of mesh better with physical classes, rather then magical which feels weird as heck. This is my "late game setup" theres a 2nd bar of skills that have a few in them even at this stage of the game with glass cannon, adrenaline, and flesh sac you start with 9 ap on your first turn you throw out your incarnate power and farsight infuse with shadow infuse pop adrenaline and flesh sac then you haste and peace of mind your still left with 3 ap to do whatever with but your incarnate just stomps around and 1 or 2 shots everything while you continue to support your team later on even more so because you actually pick up a ton of necro skills and use inner demon to remove magic armor off people so they actually work but our party was focused strictly on physical damage and the end result meshed really well considering we have only had 1 wipe at level 15 and a few single deaths from molten lava ect. party consisted of me a summoner buff bot, red prince a tank that is a cc/buff bot, lohse was the healing buff bot, and the undead was a stabby stab rogue with no buffs or heals just dps. This was my character at level 13 i would post my level 20 version but its my buddys campaign ill post it later i suppose the end game result was fantastic we have had zero issues with the game because of everyone having fortify/armor of frost/mend metal/soothing cold. shield is pretty strong with how physical/magic armor works and later on its basically going to be 60% of your armor and magic armor adding well over 3-4 extra hits before it breaks the key thing with shields is the fact that your get so much survivability that it will allow you to run glass cannon and with decent initiative/wits you will always go first to make sure your summon is out first turn after that it doesn't really matter if you get stunned the summon alone could end the fight. I would recommend that you just do summoner max to 10 first then splash into necro, hands down summoner is probably the best class in the game for summons they are extremely flexible and you need to get summoner max anyway if you plan to use summons because the bonus for necro per point is 10% life leech for yourself i.e pretty useless because your not going to be attacking much and in terms of what weapon i would use wand and shield. What suggestions do you have for my Necromancer? Or maybe I'm playing this wrong? I'm still getting used to all the things so. The default weapon for a Necromancer is a Dagger.