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Uteunayr's Necromancer Soloing and Strategy Guide

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Revision as of 21:21, 14 August 2013 by Uteunayr (Talk | contribs)

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Introduction

Greetings fellow Necromancers.

It is my intention to offer here some notes on what I have learned leveling up two separate necromancers. In this guide, I will break down the class into four major segments, with each of these defining a different, primary play style. However, each of these play styles and strategies can be utilized throughout your time as a necromancer. I simply break down these four eras because the strategy described is the most commonly used in that leveling range.

This is not a quick glance guide. This guide is made to offer as much detail as possible so that you, as a necromancer, are totally prepared for the challenges ahead.

The guide will go as followed:

First, I will list a few notes. These are heavily based on mechanics that necromancers must constantly deal with, either in their favor or against them. I will refer back to these notes throughout the guide.

From there, I will present four separate level ranges: 1-12, 12-49, 49-55, 55-60. Under each level range, I will describe the basic strategy, any new tools and how they work, list the spots that I recommend, and lastly offer an intensive guide into how each of the camping spots work.

I offer full credit to the 6-Minute Bard Diet for the bard segments of my leveling path offered here.

Necromancer Notes

1- If your pet deals over half (>50%) of the damage, they will absorb half of the experience.

2- A mob that is in motion at the moment of the tick will take only 66% of DoT damage. If your pet stuns the target, so that the target is stunned at the moment of the tick, the target is still and will take a full 100% damage.

3- If a target is Feared, Rule 2 is invalid.

4- Paralyzing Roots has an approximate chance to break of 20-25% when taking damage.

5- Life drain dots will heal you even after the target is dead.