The Raiding Necro
Cassiera <Silent Redemption>
Note: This is always a work in progress. Feel free to direct any constructive criticism to @Cassiera on Discord, and/or join the Necro Discord.
This is a huge pre-crit damage increase.
On top of that, swift DoTs generally are NOT more mana-efficient than their slower counterparts, require separate AA focus lines, and decrease the number of DoTs we can keep on mobs simultaneously – the true strength of a well-played necro.
💥 Pet procs are a net LOSS to DPS. Pets swing dramatically less when their weapons have a proc. The same applies to procs from belts (ie, overdrive punch) and innate or buff-triggered spell casts from the pet (Inspire Ally, buffs from shaman/bards/etc, and even the pet’s innate lifetap). Use any 1HPierce or 1HBlunt weapon with NO proc.
To avoid the procs from innate abilities and buffs, I suggest making a hotkey with the following for raids:
/pet spellhold on
/blockspell add pet 54184 54096 65384 63035 63065 61568 61427 63189 48792 53369 48931
Name (all Rk 3) | Base Duration | Base Mana Cost | Base Dmg/Tick | After Enh. | Total Dmg/Tick | Total Dmg/Cast | Dmg/Unit Mana |
Pyre of Va Xakra | 30s | 20,240 | 17,945 | 50,964 | 82,105 | 410,525 | 20.28 |
Hemorrhagic Venom | 42s | 12,043 | 11,731 | 30,501 | 45,216 | 316,512 | 26.28 |
Extinction | 30s | 10,884 | 10,478 | 29,758 | 44,010 | 220,050 | 20.22 |
Zelnithak’s Pallid Haze | 42s | 8,162 | 8,732 | 22,703 | 33,646 | 235,522 | 28.86 |
Ignite Cognition | 30s | 4,305 | 6,517 | 18,508 | 27,528 | 192,696 | 44.76 |
Grip of Quietus[1] | 60s | 6,067 | 7,977 | 16,353 | 24,220 | 242,200 | 13.15 |
Pyre of the Neglected | 54s | 9,366 | 7,778 | 15,945 | 23,669 | 213,291 | 22.77 |
Fleshrot’s Decay | 72s | 8,378 | 9,908 | 14,664 | 21,773 | 261,276 | 31.19 |
Scalding Shadow | 84s | 8264 | 8,142 | 12,050 | 17,949 | 269,235 | 32.58 |
Lifetaps | |||||||
Protector’s Grasp[2] | 42s | 16,510 | 8,664 | 22,526 | 33,114 | 231,798 | 14.03 |
Twilight Leech[3] | 42s | 15,079 | 8,095 | 21,047 | 23,152 | 162,064 | 10.75 |
Special Cases/Limited Target Types | |||||||
Infected Wounds[4] | 96s | 9298 | 6,149 | 9,101 | 13,593 | 622,076 | 66.90 |
24s (prolif) | 20,836 | 68,309 | 101,147 | ||||
Scourge of Destiny[5] | 42s | 2850 | 7,837 | 20,376 | 29,953 | 209,671 | 73.57 |
Decomposition[6] | 54s | 3226 | 8,756 | 17,950 | 26,572 | 239,148 | 74.13 |
(this table uses ToL values for AAs/etc)
💥 As of NoS, the combination spell Fleshrot’s Grip of Decay can be used to apply Fleshrot’s Decay and Grip of Quietus with a single cast.
The durations of your spells are increased by your cloak focus (values listed are for ToL raid items):
Base | Focused |
30s | 36s |
42s | 48-54s |
72s | 78-96s |
84s | 90-108s |
A look back at Table 1 will show that Pyre of Va Xakra (36s) is your highest damage per-tick spell by a wide margin. It also is unlikely to be resisted. Your second and third highest damage spells (per-tick) are also 30-42s in base duration.
💥 Keeping all of that in mind, for maximum output, you’ll want to construct a rotation that keeps 30-42s DoTs on your target(s) as much as possible, concentrating on other spells in order of damage per tick. You will also need to consider your current AA/worn focuses when deciding which spells to prioritize. You will also want as close to 100% uptime on synergy as possible.
You very quickly run into a situation where even with a single mob, under ideal conditions, casting certain lower damage spells will interfere with your ability to keep higher damage spells on target(s) and synergy on your group.
For multiple-target fights where the adds must die to advance the raid (and are not being CC’d), your first job is to keep Pyre of Va Xakra on as many mobs as mana and time permits. Then, work your way down the list doing the same with Hemorrhagic Venom. As you become familiar with events, you will start to anticipate when add waves will occur, refreshing long duration dots on the boss prior to spawns, and preparing burn combinations to coincide with target-rich phases. You will also get a feel for how many dots you can keep on a particular number of mobs. These things will come with experience.
💥 This is the moment where necros truly shine. If you cast a lot of 30-42s DoTs, and strategically time the use of certain abilities (such as Twincast, Blood Magic, Hand of Death, Spire of Necromancy, etc), you can put out enormous numbers, and come out of a burn/add phase with 100% mana. See Burns.
Mana shouldn’t be the governing factor for your baseline spell choices. Cast your 30 second Pyre, early and often, even if it hurts. Necros have a reputation (and a responsibility) for managing their own mana pools. The support of enchanters, and bards should further enhance mana recovery in raids.
If you find yourself running low on mana, double check that you are using your mana recovery abilities to their fullest potential:
You might also consider farming Alteration and Conjuration skill mod augs for significant, passive mana savings. Start with Alteration, as Pyre spells are Alteration based. (and generally the most mana intensive)
Many necros use mana return spells such as Mind Atrophy. I am of the opinion that this is usually not the best use of our spell gems/casting time during raids, but it is an option if you and your group are constantly out of mana.
(this section is a work in progress :)
Yes, necros are capable of doing decent DPS without properly managing their burns. That is not an excuse for failing to make use of our considerable burn capabilities. We are a nearly-pure DPS class, and so have a responsibility to the raid that supports us to do our absolute best damage.
Most of the basic information you need is available in Sancus’ very good Caster ADPS Guide. (seriously, read this…there is a lot of good info in this guide that I do not rehash here!) Not only will reading that make YOU a better player, but it will help you understand what to ask for from your local ADPS.
The main things to keep in mind for burn rotations are
Crit Chance is especially important to watch, since it caps out at 100% (if you think about it - you can’t crit more than all the time). Our base DoT crit chance is 62% (assuming you’ve gained the 1% from finishing DoN progression). So, it is important to space out crit chance modifiers so as not to exceed 100% for no reason. (once again, see page 12 of the ADPS guide for a detailed breakdown)
💥 However, even avoiding a crit chance greater than 100% is not a hard and fast rule. Some effects that have a crit modifier are still best used during burns (when your crit chance should be 100%) because they also modify crit damage, or base damage.Glyphs and Spire are some examples.
Running Kizant’s EQLogParser with the damage overlay on is one way to keep track of your total current crit chance modifiers: Download Here
💥 Make sure to read and understand the descriptions of your AAs if you haven’t, or haven’t refreshed yourself in a while.
A basic, highly effective burn sequence is as follows:
You will especially want to pair Hand of Death and Spire of Necromancy, despite HoD’s slightly longer refresh timer. Both are often available for a second use between Twincast burns, depending on event length.
Squeezing extra burns in toward the end of an event is a judgment call you’ll have to make, once you understand how quickly your raid force completes events and handles loot (you’ll likely want them available near the beginning of the next event).
Abilities outside the “main” burn rotation – such as The Bifold Focus of the Evil Eye (1 charge twincast/5 min), Anguish Robe, chest click, and Gathering Dusk should be used as often as possible. Make sure to read their descriptions and understand what they do (and where they are best applied).
💥The Anguish Robe (Blightbringer’s Tunic of the Grave) will max out your crit chance by itself (+40%). Make sure to use this in between your main burns, when your crit rate is at a low point. Using the EQLogParser overlay is a great way to track your crit rate.
There is much more to say on this topic, but simply making sure you regularly use your burns is most of the battle.
[1] This spell can be problematic in some raid forces due to its debuff component. You may notice that it often “bounces” due to conflicts with things used by other classes (most notably beastlord Roar of Thunder).
[2] This spell has a noticeably longer cast time, which can throw some necros off their casting rhythm. It is also a lifetap.
[3] This is a lifetap which also heals your group.
[4] This spell is most effective on targets likely to live for at least 2 min, so that the much higher damage proliferation phase is applied.
[5] This spell does much more damage against undead targets. Calculations assume an undead target.
[6] This spell does much more damage against plant targets. Calculations assume a plant target.