View Full Version : How does a Necro handle adds
Jupitaur
02-15-2017, 02:38 PM
Adds giving my level 20 necro some trouble in 2 cases
1) fear kiting in outdoor zones, do you fear and dot up the add. Or feign death
2) cant fear in dungeon like upper Guk and not sure how to handle the adds? Am i supposed to tank them, feign death to pet, do i heal pet?
Halp
Phatez
02-15-2017, 02:46 PM
If your outdoor you can take advantage of the new leash mechanic. Root add and run your other mob away from it. The rooted mob will drop agro once your far enough.
If your in an indoor dungeon FD helps slot with adds. If 2 mobs are next to each other root one, let the other run to you, root it and did. The one rooted on its spawn point should insta drop agro.
Lazie
02-15-2017, 02:59 PM
Target the mob you wanna kill..
Snare it....
FD when mobs chase to you a bit
Wait for non snared mobs to reset
Stand and kill snared mob
Jupitaur
02-15-2017, 02:59 PM
Yeah, not having root or mez yet makes it difficult. I'll try the life siphon DD to burn one
Jupitaur
02-15-2017, 02:59 PM
Target the mob you wanna kill..
Snare it....
FD when mobs chase to you a bit
Wait for non snared mobs to reset
Stand and kill snared mob
And the snared mob will not go for pet after FD?
Lazie
02-15-2017, 03:02 PM
And the snared mob will not go for pet after FD?
Not unless you tell the pet to attack it.
koros
02-15-2017, 03:03 PM
Adds giving my level 20 necro some trouble in 2 cases
1) fear kiting in outdoor zones, do you fear and dot up the add. Or feign death
2) cant fear in dungeon like upper Guk and not sure how to handle the adds? Am i supposed to tank them, feign death to pet, do i heal pet?
Halp
You get mez and normal (non-undead) root eventually. That's the primary way. Otherwise you can heal pet with shadow compact while tapping/dotting the first mob down as quickly as possible, and then alternating hits with your pet on the second. If it's more than 2 mobs I wouldn't bother unless they've very low blue.
Lazie
02-15-2017, 03:04 PM
You get mez and normal (non-undead) root eventually. That's the primary way. Otherwise you can heal pet with shadow compact while tapping/dotting the first mob down as quickly as possible, and then alternating hits with your pet on the second. If it's more than 2 mobs I wouldn't bother unless they've very low blue.
That works but at his level without great gear it will kill his mana pool. Just snare split.
koros
02-15-2017, 03:10 PM
That works but at his level without great gear it will kill his mana pool. Just snare split.
Yah snare splitting is effective. He said adds tho, so I was giving general advice on fighting multiple mobs.
Lazie
02-15-2017, 03:20 PM
Yah snare splitting is effective. He said adds tho, so I was giving general advice on fighting multiple mobs.
Yep.
go get (hungry earth) and head to najina better exp there anyway.
Ill leave the rest because that's how a necro crawls a dungeon. just has to be an undead dungeon.
It's not recommended that a necro hunt in a dungeon, but with practice you can overcome this by simply not losing your cool when stuff goes south. Necro's can mez root darken and fear lastly you can FD when all is lost so you don't lose anything.
ill give you some Wisdom - lets say you are in a dungeon and are about to pull a mob but there is another in its range. basically they will both agrro you if you try and pull one. pick one and root it. now change target to the other one (that is probably hitting you by now) and darken/root dot and let pet tank it. while that is going on you need to target the first one again and re-root it don't dot it just root it and keep it rooted until the 2nd one is dead (re-dot and root as needed). once the 2nd is dead, root the 1st 1 more time sit and med let pet heal. when you have enough man darken/root dot send in pet.
now if 2 jump you, back up to a safe place where you will be out of aggro and FD. when they reset you can make a pet and do what i said above. cause now you know where they are and can formulate a methodical demise to there froggy butts.
Necro's prefer a slow agonizing death for there enemy. <-- important to remember.
Panicsferd
02-23-2017, 04:11 PM
Normally what I did myself and if my mana pool alows it - since now at 41 I can in OT comfortably kill two, possibly three mobs before I have to take a break to med.
Provided the mob doesn't have a resist chain and if I am fighting say a tiger in OT and I agro another mob... what I normally do is just fear the add and then focus on killing the tiger/main mob as fast as I can - so by time the tiger/main mob dies I am ready for the return of the mob that I feared.
I haven't really tried myself that much of splitting mobs in dungeons since so far for me I've been mainly fear kiting out doors.
The rooted mob will drop agro once your far enough.
FD would still be required to fully dump aggro, the out of range "lazy aggro" will only stop the mob from chasing you. If you move back into whatever the range check is said mob will come at you again and bring any social friends with them.
at least that is how it should be working.
skarlorn
02-24-2017, 02:35 PM
necro is a powerhouse of death dude
Izmael
02-24-2017, 02:55 PM
If you have two mobs and need to pull 1, root the one you don't want to pull, when the other runs to you, FD. The rooted mob will immediately forget you since he's still at his spawn point (if mob level < 35). Stand up and proceed with killing the mob that ran to you.
Another good way is to mez (Screaming Terror) the mob you don't want to kill. At the lower levels, it will blur him very often and you won't even need to FD to kill the mob who ran to you.
Swish
02-24-2017, 10:10 PM
Snare and fear are powerful. If the mob is going in a direction you dont want it to, refear it, if that doesn't work, there was some speculation that if you turned and faced in the opposite direction that could impact on the fear mechanics and turn it in a different direction but that could be wild speculation lol
Swish
02-24-2017, 10:42 PM
Just to add, don't do a Hathaway and expect an extra mob to run away in a straight line, there's an outer proximity it'll stay in...which is both good and bad :p
Dreenk317
02-25-2017, 12:19 AM
Snare and fear are powerful. If the mob is going in a direction you dont want it to, refear it, if that doesn't work, there was some speculation that if you turned and faced in the opposite direction that could impact on the fear mechanics and turn it in a different direction but that could be wild speculation lol
Re-fearing works. When the new fear lands they will rotate and head off in the new random direction. Has saved me from my mob pathing into agro a hundred times.
Foggon
02-26-2017, 06:11 AM
I never don't have screaming terror up
Jeisenne
02-26-2017, 04:34 PM
Lots of root and screaming terror. Have FD ready if it all goes bad :)
tobolamr
02-27-2017, 04:23 PM
I always have FD mem'ed...
Screaming Terror isn't 100% - or at least, I've not had it work as well as Lull on my cleric or chanter does. Especially goblins in SolA - they seem to just gang up on you when you try to cast Screaming Terror on them...
I always keep a pet up, and keep the pet buffed... and I keep an extra 20-30% mana on hand at all times. I have handled adds as above, but sometimes I end up snare/dot'ing them both, and kiting. Run, sit, med.... And if it's obvious things are going to go bad, then head towards zone line. Or FD. If you CAN FD. Sometimes you just gonna die. Oh - and don't pull a "me" - remember to click off your lich spell if your hp's are dropping.... Don't just sit and agonize and wonder why you are still dying.... Don't ask how I know...
And now that I have root, I do have that mem'ed constantly, too. Bottom two spell gems: Root & FD...
LethClaypool
02-27-2017, 10:37 PM
Outdoors, I just fear the add. Usually I pull back to areas where I wouldn't expect the mob to run far enough or into an area where more would come. However, if that's a concern, snare em too - finish first mob.
This is much easier with Invoke Fear because of how long it lasts.
Indoors, you've got a few ways to split and avoid adds, but if an add comes along. I usually root and back pet off. If it's a caster hit em with the Screaming Terror.
Really it all comes down to getting root at 34 or utilizing Screaming Terror at 20 (or using your undead root at 16, depending) to hold the add off until the first mob is dead and you can either take care of the second mob or reclaim pet/FD (get you a mage focus item for the reclaim, it's a nice handy little tool in situations like that so you don't lose out burning pet).
Swish
02-28-2017, 06:14 AM
Also remember you can split pull with screaming terror. Say you've got a pull of 2 guards, pull with screaming terror, let the guard get out of aggro range of your pet who is about to hit and engage the other guard... then feign death.
Once ST wears off the 2nd guard you're good to stand up and apply dots etc to the first one...and most of the time the pet isn't too beat up ^^
thebutthat
02-28-2017, 07:55 AM
Screaming terror is more for splitting pulls and recharming pets, not so great for CC. The art for necro's is splitting the pulls so you don't get adds until you get to 49, and get a root worth a damn.
A screaming terror mez can be clutch in a group situation, but it's 3 tick duration, isn't really feasible/efficient for CCing while soloing.
Swish
02-28-2017, 10:14 AM
A screaming terror mez can be clutch in a group situation, but it's 3 tick duration, isn't really feasible/efficient for CCing while soloing.
Without the purple enchanter glow I found in groups that more people attack a necro mezzed mob thinking I applied a dot or something to it. Not too hard to recast, if you ever played a bard its that kind of refresh rate I suppose :p
maskedmelon
02-28-2017, 10:39 AM
did not read OP, but screaming terror slot 1 + kromzek surveyor scope
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