Necromancer

Necromancer supplies sustained DoT pressure, lifetaps, debuffs, resource conversion, and a summoned undead pet. It supports solo and attrition strategies while also contributing an Intelligence caster to invocation scaling.

Overview

Primary Role

Damage-over-time, lifetap, summoned-pet, and attrition casting

Resource Profile

Mana and Endurance interact through spells, stances, and invocations.

Damage Profile

See Melee, Spells, and the class details below for the delivery families this class supplies.

Multiclass Function

The class contributes its skills, spells, passives, stance access, and invocation access to the active loadout; overlapping mechanics use their own cap and stacking rules.

Primary Attributes

For component definitions, see Stats & Attributes and Attack Resolution.

Stances

Invocations

Class Details

Undead pet

Necromancer summons a classed skeleton pet; developers discussed race-appropriate skeleton presentation while retaining the pet system. T1

DoT and lifetap package

Periodic damage and lifetaps provide sustained pressure and recovery rather than only front-loaded burst. T2

Invocation scaling

Necromancer contributes to Arcane Mastery and Empowering and can use Recovery for Mana-oriented attrition. T2

Sustained DoT damage

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Lifetap self-sustain

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Summoned-pet pressure

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Debuffs and Intelligence-caster scaling

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Strengths by Level Range

These breakpoints identify spells, abilities, or skills that materially change the class’s damage, control, recovery, or group value. They are highlights rather than a complete spell list.T2

Levels 1–19

  • Early disease damage, snare, and spell-based escape establish the solo-control loop (1: Disease Cloud, 4: Clinging Darkness, 16: Feign Death).
  • The class can begin damage, restrict movement, and reset a failed pull without relying on a second class.

Levels 20–34

  • Lifetap sustain, pet progression, poison burst, and a major DoT breakpoint arrive in the middle levels (20: Siphon Life, 32: Torbas’ Acid Blast, 33: Invoke Shadow, 34: Venom of the Snake).
  • Venom of the Snake is a high-value sustained-damage spell because it adds a strong poison line to the broader disease, magic, and pet package.

Levels 35–50

  • Late poison burst and pet protection supplement the mature DoT rotation (49: Torbas’ Poison Blast, 49: Ward of Calliav).
  • Empowering and Over Channel now apply to damage-over-time spells, directly multiplying high-value lines such as Venom of the Snake (34: Venom of the Snake).

Multiclass Synergy Boundaries

What stacks
Distinct skills, spells, passives, pets, utility, and stance/invocation access can combine when their own stacking rules permit.
What does not automatically stack
Duplicate crowd control, avoidance skills, buffs, and cap-based mechanics do not become additive merely because two classes grant them.
Evaluation method
Identify the mechanic supplied by Necromancer, link to its canonical rule, then compare marginal value against the other two active classes.

Developer Commentary

Official patch notes and developer demonstrations identify the following implemented changes or design boundaries. Statements about planned work remain provisional until shipped.

Open Verification Questions

Balance-sensitive: exact spell, discipline, AA, stance, and invocation values may change. This page centralizes stable class boundaries and sends numerical effects to their canonical reference pages.