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Offline kalimon

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Spirit Mastery Guide AER/A: the Necromancer’s Grimoire
« on: 22 September 2022, 15:10:00 »
« Last Rated on: 23 April 2023, 16:00:02 »
THE NECROMANCER’S GRIMOIRE

Author’s note

I love Spirit. It’s a fantastic mastery and I find it hard to tear myself away from using it with every build. I’ve noticed that there hasn’t been a guide written for it on the forums for the modern game, and would like to give it a shot. I’ll introduce the basics of the mastery, evaluate all the skills, and then discuss potential mastery pairings, and all in the voice of the insidious necromancer that every Spirit user should aspire to be. From here on out, I’m no longer Kalimon of the TQ forums, but Kalimon the Unliving, Master of Spirits and Shadow of the Old Ones, and I’ll be coming for your soul.

Also, it’s worth noting that I play mainly on mobile, so don’t have access to Eternal Embers and any update changes from there.


Intro

So, ye who would seek to learn the dark ways of magic have turned to this grimoire? Very well. Not since the days of Grandmaster Poinas has any mage of life and death attempted to inscribe the insidious ways of the mastery of Spirit into a single tome, but I, Kalimon the Unliving, shall undertake this most nefarious and essential of tasks.

Firstly, we shall introduce the aspiring mage to the basics of the school of Spirit.

Secondly, we shall evaluate the spells, hexes and curses on offer to masters of Spirit, and how they fare for the various types of arcane warrior who would seek to employ them. In following the structure of Sensei Botebote of the League of Rogues, I shall evaluate each of the spells from 1-5, 1 being unworthy of your talents, 5 being so deliciously evil that any self-respecting necrolord should aspire to learn their ways.

Finally, we shall inspect the various other mastery schools, and evaluate which would make the most effective servants to the Spirit school. There are many ways in which undeath can be served, and the true beauty of unlife is its freedom - enslave, torture and defile your foes in a myriad of ways, the choice is up to you, young aspirant.


Spirit: general

Spirit is the mastery of life and death. Proficient Theurgists excel at dealing massive Vitality damage, draining the essence of enemies, sapping their armour and defences to bleeding and vitality attacks, summoning ancient liches, augmenting their own powers by insidious gifts from the Nether Realm or by trading in their own blood, and even preventing Death. As such, Spirit is a sturdy defensive mastery, with its powerful life-draining spells and supportive hexes best employed in conjunction with the reckless aggressive skills from any of the more offensive masteries.

Theurgists are unmatched at snuffing out the light of life from living opponents, but many of their attacks fail on other undead - thankfully, a powerful Spirit user will be skilled at banishing these pathetic excuses for liches. The only real challenge for a Theurgist is dealing with those who are neither living nor dead, who have no blood to siphon: Constructs. Theurgists may need to look elsewhere to deal with these pesky devices.

Spirit stat boosts at Level 40:
+ 800 health
+ 320 energy
+ 120 intelligence
+ 60 dexterity


Spirit: Skill evaluations

Life Drain
Leeches life from an enemy to replenish your own. Available at Mastery Level 1.

Skill level 1/12
6.0 seconds Recharge
54 Energy Cost
49 Vitality Damage
150% of Attack Damage converted to Health

Skill level 12/12
6.0 seconds recharge
106 Energy Cost
209 Vitality Damage
260% of Attack Damage converted to Health

Skill level 16/12
6.0 seconds recharge
124 Energy Cost
295 Vitality Damage
300% of Attack Damage converted to Health

The seed of the Intelligence Theurgist’s greatest weapon. Life Drain allows you to sacrifice a worthless thrall to replenish yourself. At level 1, it will obliterate many low level enemies in early Normal. As Vitality Damage now scales with Int, it is a viable hex for later difficulties, but its true power is revealed with the arrival of Soul Drain at mastery level 40.

Take one point to have access to a free damage/heal in the early game, but continue to develop your understanding of the Spirit mastery - greater gifts are to come to the studious Theurgist.

Cascade
Causes Life Drain to blast through the primary target and hit multiple enemies. Available at Mastery Level 10.

Skill level 1/10
35 Vitality Damage
150% of Attack Damage converted to Health

Skill level 10/10
88 Vitality Damage
240% of Attack Damage converted to Health

Skill level 14/10
140 Vitality Damage
280% of Attack Damage converted to Health

The spell blossoms into a curse that can devour groups of enemies - how delightful. As well as the dissemination of your destruction, it also costs the caster no additional mana - most excellent. Once again, it is worth taking a point immediately, but continue to invest in the mastery - the true power of the Life Drain is almost upon ye.

Soul Drain
Cause Life Drain to explode outwards, causing harm to body and soul. Available at Mastery Level 40.

Skill level 1/6
8.0 meter radius
12% Reduction to Enemy Health
150 Vitality Damage
6% Energy Drain
2.0 Seconds of Sleep
+200% Damage to Ghosts

Skill level 6/6
8.0 meter radius
42% Reduction to Enemy Health
150 Vitality Damage
21% Energy Drain
2.0 Seconds of Sleep
+200% Damage to Ghosts

Skill level 10/6
8.0 meter radius
66% Reduction to Enemy Health
150 Vitality Damage
33% Energy Drain
2.0 Seconds of Sleep
+200% Damage to Ghosts

Behold, the majesty. The sheer, awesome destructive capability of Life Drain is unleashed by its final upgrade. Affecting the Soul causes several major new perks to the curse, as well as massively increasing the base power of Life Drain.

Firstly, it stuns. The sheer pain of the spell forces enemies into an uncomfortable nightmare, from which they cannot escape - for 2 seconds. Make of this new time what you will.

Secondly, it drains energy now too. With some Energy Cost Reduction, a clever mage can suck both life and more mana from their unfortunate foes.

I would urge Intelligent readers to max this skill as soon as possible, before then going back through Cascade and the base Life Drain to fully complete the spell to its ultimate potential. The extra damage to Ghosts is bizarre, as Ghosts are all Undead and therefore not affected by Vitality damage (which the spell is).

For the more aggressive Spirit users, 3 points (one in each spell) will still stun entire groups of enemies and heal you somewhat. Still worthwhile as a stun skill for Strength builds.

5/5 for Int-based characters (absolutely max it), 2/5 for melee characters (would still recommend 1/1/1).

—-

Deathchill Aura
A deathly chill radiates from the character, slowing the attack and movement of enemies while it diminishes their life. Available at Mastery Level 1.

Skill level 1/6
4.0 seconds Recharge
2 Active Energy Cost per second
1 second duration (how often each hit will apply)
2.5 meter radius
1-3% Reduction to Enemy Health
-13% Total Speed

Skill level 6/6
4.0 seconds Recharge
2 Active Energy Cost per second
1 second duration
3.7 meter radius
3-9% Reduction to Enemy Health
-25% Total Speed

Skill level 10/6
4.0 seconds Recharge
2 Active Energy Cost per second
1.0 second duration
4.5 meter radius
3-15% Reduction to Enemy Health
-33% Total Speed

The air around the Theurgist is pungent and reeks of death, weakening the resolve of your foes and slowing their attacks. This is useful for any Theurgist, but particularly those who prefer fighting tooth and nail with their foes. In the very early game, however, the buffs are negligible, and I would recommend to avoid perking it immediately, and focus on developing the Mastery. However, end-game this tree is one of the best spells in the game.

Ravages of Time
A deathly chill radiates from the character, slowing the attack and movement of enemies while it diminishes their life. Available at Mastery Level 4.

Skill level 1/8
0.5 Active Energy Cost per second
10% Reduced incoming Damage
-11% Enemy Armour Absorption

Skill level 8/8
0.5 Active Energy Cost per second
36% Reduced incoming Damage
-36% Enemy Armour Absorption

Skill level 12/8
0.5 Active Energy Cost per second
45% Reduced incoming Damage
-45% Enemy Armour Absorption

If the base skill weakens the foes’ speed, this malevolent upgrade reduces damage output, while also protecting the caster from physical blows. This is a really, really good skill, and absolutely essential for any Theurgist who chooses sword, axe or mace over staff and spell.

Necrosis
Weakens the constitution of adjacent enemies, making them more susceptible to attacks that directly damage their life, such as Vitality damage and Life Leeching. Available at Mastery Level 16.

Skill level 1/8
0.5 Active Energy Cost per second
-23% Enemy Bleeding Resistance
-23% Enemy Vitality Resistance
-23% Enemy Life Leech Resistance

Skill level 8/8
0.5 Active Energy Cost per second
-81% Enemy Bleeding Resistance
-81% Enemy Vitality Resistance
-81% Enemy Life Leech Resistance

Skill level 12/8
0.5 Active Energy Cost per second
-119% Enemy Bleeding Resistance
-119% Enemy Vitality Resistance
-119% Enemy Life Leech Resistance

The final power of Deathchill is unlocked. On its own, Necrosis is one of the best resist reduction hexes in the game. For a warrior that specialises in bleed damage, this spell alone will more than double their bleeding damage. Even for casters and other Vitality Theurgists, one can double the damage of Life Drain by running into a mob of unfortunate foes before casting. Furthermore, the addition of the dark Soul Vortex spell at Level 40 further makes this skill essential, even for non-Int warriors, as it will double the life stolen from nearby enemies. There are very few Spirit users who should not invest in Deathchill.

5/5, almost every build can benefit enormously from this skill. Maybe the only class that doesn’t need Deathchill is a petmaster, as you should really never be within enemy vicinity, but even then, the base Deathchill and Ravages of Time will still protect you in the event that the enemies get through

—-

Ternion Attack
This powerful wizard’s trick causes your staff to shoot three projectiles by channeling magical energy into it. Initially, each hit is not as powerful as a normal attack, but the effectiveness increases each level. Available at Mastery Level 4.

Skill level 1/12
Launches 3 projectiles
30 Energy Cost
-75% Total Damage

Skill level 12/12
Launches 3 projectiles
36 Energy Cost
-20% Total Damage

Skill level 16/12
38 Energy Cost
No damage reduction

Ahh, the old Ternion Trick, every self-respecting staff wizard should try at least once. Ternion turns a basic staff attack into a crowd control monster, spreading weapon effects across an area. Users on PC can also control the cone of the three projectiles - by holding Shift, you can make the cone wider by clicking closer to you, or tighter by clicking further away from you. Mobile and console users unfortunately don’t have such control, as far as I’m aware.

Ternion is good on its own, but really shines when spreading weapon malicious additional effects. Attack Damage to Health, Life/Energy Leech, confusing effects, resistance reduction etc is all spread over a wide area now, rather than a single target - obliterate groups rather than just a single foe. Staff Warlocks (Rogue/Spirit) can spread the effects of Mandrake/Nightshade with Ternion as well, which is one of the best uses for Ternion in the game.

However, Ternion is an energy-consuming beast, so is worth balancing with either massive Energy Cost Reduction or some form of Energy Leech to offset a cowardly dependence on potions.

Arcane Lore
The magic practitioners of elder civilisations devised many insidious techniques to bolster the destructive capabilities of their magical staves. Knowledge of these methods will unlock the true power of your staff attacks. Available at Mastery Level 16.

Skill level 1/6
4 Energy Cost
1 meter radius
+10% increase in Projectile Speed

Skill level 6/6
9 Energy Cost
1.9 meter radius
+50% increase in Projectile Speed

Skill level 10/6
13 Energy Cost
2.4 meter radius
+82% increase in Projectile Speed

Arcane Lore further expands Ternion’s crowd control capability by adding a small blast radius on impact of each hit. It also massively speeds up the travel time of the staff projectiles, helping you better target mobs before they move. Delightful.

Unfortunately, Ternion is not the monster it once was - when % Reduction to Enemy Health was gutted several patches ago, the apex predator staff build, that could kill even the Lernean Hydra in a matter of seconds, went with it. Ternion itself was also nerfed then. It is still good, but not as good, and only fully accessible on PC, where you can control the beam spread. With much gritted teeth, this author admits that Psionic Beam from the lame Dream School is probably the better staff skill now, although Ternion is still better for CC.

Ternion and its upgrade are all or nothing skills. 4/5 if you use a staff and it’s basic auto attacks as your main source of damage, 0/5 if you don’t

—-

CONTINUED IN REPLY
« Last Edit: 11 March 2023, 07:54:30 by kalimon »
AER/A Mobile Deathless x3:
Bleed caster Warlock / hybrid melee Oracle / caster Conjurer

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Offline kalimon

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Re: Spirit Mastery Guide AER/A: the Necromancer’s Grimoire
« Reply #1 on: 22 September 2022, 15:11:33 »
Vision of Death
Assault the minds of surrounding enemies with images of their own death, causing the weak-hearted to flee in horror, and more resolute foes to fight less effectively. Available at Mastery Level 4.

Skill level 1/6
14 seconds Recharge
55 Energy Cost
3.0 meter radius
3% Reduced Damage for 3 seconds
66% chance to fumble attacks for 3 seconds
66% chance of impaired aim for 3 seconds
3 seconds of Fear

Skill level 6/6
14 seconds Recharge
80 Energy Cost
3.0 meter radius
13% Reduced Damage for 3 seconds
66% chance to fumble attacks for 3 seconds
66% chance of impaired aim for 3 seconds
5.9 seconds of Fear

Skill level 10/6
14 seconds Recharge
100 Energy Cost
3.0 meter radius
18% Reduced Damage for 3 seconds
66% chance to fumble attacks for 3 seconds
66% chance of impaired aim for 3 seconds
8.1 seconds of Fear

A lacklustre spell, I’m afraid. The Fear effect can significantly slow how quickly you can devour mob groups for melee Theurgists, but it does allow you to massively reduce incoming damage and focus on the stronger foes first. The aim impairment makes it like a weaker version of Squall for archer mobs, although with a heavily-handicapped radius, and the reduced damage will help weaken foes out of range from Deathchill. It’s fine, but there is almost always a better option for whatever you need it for. A good 1 pointer that can help deal with ranged mobs though, but on the whole this is the worst hex our school has to offer.

2/5 for mages/casters, 1/5 for melee users

—-

Spirit Ward
Casts a protective ward that will reduce the damage of undead attacks on the player and nearby allies. Available at Mastery Level 4.

Skill level 1/8
2 Active Energy Cost per second
6.0 meter radius
+3 Damage to Undead
+15% less Damage from Undead

Skill level 8/8
3.6 Active Energy Cost per second
6.0 meter radius
+7 Damage to Undead
+45% less Damage from Undead

Skill level 12/8
3.8 Active Energy Cost per second
6.0 meter radius
+25 Damage to Undead
+62% less Damage from Undead

Undead completely resist Vitality, Life Leech, % Reduction to Enemy Health and Bleeding damage among others, which, as it turns out, are the insidious damage techniques a Theurgist will specialise in. This covers for this annoying Achilles Heel, and is worth taking with almost any build.

Spirit Bane
Adds damage against undead to the attacks of those under the effect of Spirit Ward. Available at Mastery Level 10.

Skill level 1/6
1 Active Energy Cost per second
+20% Damage to Undead
+9 Damage to Undead

Skill level 6/6
1.6 Active Energy Cost per second
+65% Damage to Undead
+29 Damage to Undead

Skill level 10/6
1.9 Active Energy Cost per second
+119% Damage to Undead
+45 Damage to Undead

The weak chink is now truly covered. While your dark codex of Spirit spells may still be useless against the dead, your basic attacks, and any other non-Vitality/Bleed attacks are not. You are now a machine in tombs, sending the raised dead back to the eternal slumber from whence they dared to come.

I would recommend putting one point into Spirit Ward, then developing the mastery to reach Spirit Bane, then maxing Spirit Bane as a priority. Come back to complete Spirit Ward later.

4/5. Useful for almost any build as Undead are a pain, but not as necessary if your second Mastery option deals elemental/physical damage for you, providing another way around. Absolute 5/5 necessity for Warlocks, though

—-

Dark Covenant
Mysterious otherworldly entities offer great power to Spirit Masters who can commune with them. The cost, however, is measured in life. Available at Mastery Level 10.

Skill level 1/6
80 second recharge
15 Active Health Cost per second
10 second duration
15 meter radius
+6 Energy Regeneration per second
+10% Total Speed

Skill level 6/6
80 second recharge
35 Active Health Cost per second
21 second duration
15 meter radius
+21 Energy Regeneration per second
+10% Total Speed

Skill level 10/6
80 second recharge
39 Active Health Cost per second
30 second duration
15 meter radius
+30 Energy Regeneration per second
+10% Total Speed

Dark Covenant. Even the name is just so utterly, delightfully evil. The effects even more so. Commune with eldritch beings to trade your own life force for even more power. What could be more necromantic. I’ll cover the upgrade skill before discussing the both together.

Unearthly Power
Draw upon even greater otherworldly powers to augment yourself and allies in battle, but be wary of the cost exacted from your own vitality. Available at Mastery Level 24.

Skill level 1/8
10 Active Health Cost per second
+8% Physical Damage
+6% Bleeding Damage
+6% Elemental Damage
+8% Vitality Damage

Skill level 8/8
13 Active Health Cost per second
+50% Physical Damage
+34% Bleeding Damage
+34% Elemental Damage
+50% Vitality Damage

Skill level 12/8
15 Active Health Cost per second
+75% Physical Damage
+50% Bleeding Damage
+50% Elemental Damage
+75% Vitality Damage

The eldritch masters give even greater gifts, but demand even greater blood. When maxed out, both skills will siphon 54 health per second, which, while it may sound like a potential disaster, is actually little issue, as by the end-game you should have enough base health, passive health recovery or life stealing skills via the plethora of dark spells at a Theurgist’s disposal to more than cover for it. Apples of Idun alone can completely remove the health cost, if you don’t. 

The base skill affects the duration of the spell, while the upgrade affects damage output. Early game, I would recommend one point in the base skill, and then focusing on Unearthly Power. 1 point in Dark Covenant will still give you the +10% speed boost, as well. 1 and 8 will turn Dark Covenant into a potent boss killing tool, without too big a risk to the user. End game max both, as it is essentially free damage and mana - delightful.

A deliciously thematic and powerful hex, every self-respecting Theurgist should have it in their arsenal.

4/5 for most characters, 5/5 for anyone with good health regen/life leeching

—-

Summon Liche King
In ages past, powerful sorcerers learned how to cheat Hades and persist as undead liches long after death had robbed their bodies of life. A dangerous practice of Theurgists is to bind the souls of these ancient liches to their will, thus acquiring their powers. Available at Mastery Level 10.

Skill level 1/16
60 seconds Recharge
250 Energy Cost
Liche King - Enslaved Soul attributes:
- 370 Health
- 307 Energy
Liche King - Enslaved Soul abilities:
Spectral Bolt
35 Elemental Damage
6% Reduction to Enemy Health
41 Vitality Damage
15% of Attack Damage converted to Health

Skill level 16/16
60 seconds Recharge
370 Energy Cost
Liche King - Enslaved Soul attributes:
- 670 Health
- 562 Energy
Liche King - Enslaved Soul abilities:
Spectral Bolt
130 Elemental Damage
15% Reduction to Enemy Health
96 Vitality Damage
15% of Attack Damage converted to Health
Soul Blight
53 Energy Cost
6 meter radius
33% Reduction to Enemy Health
33% of Attack Damage converted to Health
82% Reduced Resistances for 8 seconds

Skill level 20/16
60 seconds Recharge
402 Energy Cost
Liche King - Enslaved Soul attributes:
- 751 Health
- 630 Energy
Liche King - Enslaved Soul abilities:
Spectral Bolt
171 Elemental Damage
17% Reduction to Enemy Health
107 Vitality Damage
15% of Attack Damage converted to Health
Soul Blight
53 Energy Cost
6 meter radius
33% Reduction to Enemy Health
33% of Attack Damage converted to Health
90% Reduced Resistances for 8 seconds

Ahhh, the treasured Liche King. The perfect companion for every budding necromancer… it once was. Once the most powerful pet in the game and a reason to choose Spirit as a mastery alone, it no longer holds the clout it once had that gave it a mention in the mastery’s flavour text. When % Reduction to Enemy Health was nerfed, Liche King was forgotten and rotted with it. Soul Blight is great, but the troublesome Liche cannot be commanded to cast it often enough to be relied upon.

A more in-depth evaluation of the Liche as a pet in the modern game will be provided after all of the follow-up skills have been examined.

Death Nova
Emits a wave of death that will deplete life from any living being it contacts. Available at Mastery Level 16.

Skill level 1/12
60 Energy Cost
6 meter radius
11% Reduction to Enemy Health
33 Vitality Damage
50% of Attack Damage converted to Health

Skill level 12/12
80 Energy Cost
6 meter radius
44% Reduction to Enemy Health
158 Vitality Damage
50% of Attack Damage converted to Health

Skill level 16/12
88 Energy Cost
6 meter radius
56% Reduction to Enemy Health
214 Vitality Damage
50% of Attack Damage converted to Health

A new spell is unlocked for the enslaved Liche. A truly devastating and powerful spell… that costs 12 perk points to be effective against only half the enemies in the game, and useless against the other half.

Wraith Shell
Allows the Liche King to diminish its corporeal presence, making it less vulnerable to all types of damage. Available at Mastery Level 24.

Skill level 1/12
50 Energy Cost
1.5 Active Energy Cost per second
18% Damage Absorption
30% Physical Resistance

Skill level 12/12
50 Energy Cost
1.5 Active Energy Cost per second
63% Damage Absorption
30% Physical Resistance

Skill level 16/12
50 Energy Cost
1.5 Active Energy Cost per second
72% Damage Absorption
30% Physical Resistance

The Wraith Shell makes the Liche King almost impossible to kill. Being Undead itself, it is already immune to Bleeding, Vitality and Poison itself, and this makes it almost completely immune to Physical Damage, and very resistant to Elemental damage.

Arcane Blast
Drawing upon ancient arcane craft, the Liche King forms deadly bolts of elemental energy and launches them at enemies. Available at Mastery Level 32.

Skill level 1/16
10.6 Energy Cost
2 Projectiles
51 Elemental Damage
15 Vitality Damage
1 Second of Stun
15% Slowed for 1.5 seconds

Skill level 16/16
18.8 Energy Cost
5 Projectiles
133 Elemental Damage
72 Vitality Damage
1 Second of Stun
15% Slowed for 1.5 seconds

Skill level 20/16
20.5 Energy Cost
6 Projectiles
164 Elemental Damage
94 Vitality Damage
1 Second of Stun
15% Slowed for 1.5 seconds

So, with all the skills examined, let us analyse the utility of sharing our plane with another Liche. Firstly, the Liche’s power is fine. It will absolutely demolish living enemies, but will encounter the same issues that we Theurgists encounter - dealing with Traps and other Undead. Investing heavily into the Liche for it only to be partially effective against half the foes we find in the world is… troubling.

Death Nova, despite its inspiring name, is a complete waste of time.

Wraith Shell is the best skill in the Liche’s arsenal, turning the Liche into a Storm Wisp - an excellent focus of enemy aggression, allowing the Theurgist time to attack from safety.

Arcane Blast is fine, and gives the Liche access to more Elemental Damage that will make it more useful against said Traps and Undead.

The verdict? The Liche is a literal shade of its former glory, not deserving the crown of ‘King’ it carries. If you really want a pet heavy play, then going 5/1/12/16 (5 Summon Liche King is when the King gains access to Soul Blight) is fine, but a heavy, heavy perk investment for a pet that will only help against half of the games enemies. If it is supported by, say, Wolves, Nymphs or Core Dwellers, then it will have a place and purpose, and backed by gear that gives it additional Elemental Damage, it will regain some of its lost powers, but even then, it is not a priority skill. Most builds I run will have 1/1/12 with +4 Skills, turning it into a linebacker pet that will hold enemy aggro away from me, while I deal damage.

The one unique benefit of the Liche King, however, is that it is Undead. It is therefore unaffected itself by the resistances that dare oppose our own spells. This makes it a potent tank against certain boss enemies such as Typhon, that heavily use Vitality, Leech and Bleeding attacks.

All of that being said, this aging warlock will always have a soft spot in my ice cold heart for the Liche King. If you have a perfect petmaster gears (+6, and +Elemental Damage for pets), then the Liche King can be the worthy thrall it ought to be.

2.5/5, 3.5/5 if supported by other pets and gear

—-

Enslave Spirit
Slip through the barriers of you enemies’ consciousness and dominate their mind, binding them to your will. While enslaved, the enemy will be forced to obey your commands, but they will eventually regain control of their mind and turn against you. Available at Mastery Level 16.

Skill level 1/12
180 seconds Recharge
90 Energy Cost
36-48 seconds of Mind Control

Skill level 12/12
81 seconds Recharge
112 Energy Cost
69-92 seconds of Mind Control

Skill level 16/12
45 seconds Recharge
120 Energy Cost
81-108 seconds of Mind Control

I humbly admit that I am unsure on this skill. Enslaving a foe is fine for some crowd control, if you have no other option, but you will need to retreat a little to give the rest of the mob a chance to stop chasing you and to change the source of their rage to their new adversary. It has a whopping 40+ seconds to wait before you can recast it, so it can’t be relied upon for every mob group without significant -Recharge%. I’ve found the best use of this to be for melee characters to approach ranged mobs without sustaining heavy fire on the way there. It helps a lot if you have a way to get back in the fray after retreating quickly, before your new ally is disintegrated - Take Down, War Wind, Lightning Dash all achieve this.

What annoys me beyond belief with Enslaving is that if you wipe up the mob before they slay your thrall, you can’t manually end the mind dominion, so it will just follow you as an ally before turning on you, often at the most frustrating of times.

2/5 for most characters, 2.5/5 for melee toons

—-

Circle of Power
Summons a totem that holds a powerful spirit, infusing you and all allies with great mental energy while standing close to it. Available at Mastery Level 24.

Skill level 1/12
60 seconds Recharge
64 Energy Cost
12 second duration
200 Totem Health
6 meter radius
+100% Bleeding Damage
+100% Vitality Damage
+100% Life Leech
+33% Casting Speed
-33% Recharge
-33% Energy Cost

Skill level 12/12
60 seconds Recharge
112 Energy Cost
12 second duration
475 Totem Health
6 meter radius
+100% Bleeding Damage
+100% Vitality Damage
+100% Life Leech
+60% Casting Speed
-60% Recharge
-60% Energy Cost

Skill level 16/12
60 seconds Recharge
124 Energy Cost
12 second duration
575 Totem Health
6 meter radius
+100% Bleeding Damage
+100% Vitality Damage
+100% Life Leech
+60% Casting Speed
-60% Recharge
-60% Energy Cost

An absolutely monstrous skill for dark casters and mages, a mere point in this Circle will double outgoing Vitality, Bleed and Life Leech damage. More points increase the effects on cooldown and energy cost, essentially allowing mages to channel dark powers and spam cast their spells. Strangely, this benefit caps at level 10 (at 60%), so there is zero reason to take the last two skill point levels. Fantastic for casters and mages, not great for warriors, as boss monsters (when this skill is at its malevolent best) tend to move around a lot, often dragging you outside the 6 meter radius.

4/5 for ranged casters, 1/5 for melee users - I barely touched it on my melee Warlock

—-

Death Ward
Places a magical ward on the player that protects them from death by granting additional life when their life gets dangerously low. Available at Mastery Level 32.

Skill level 1/8
300 seconds Recharge
Activates when heath drops below 15%
3 second duration
330 Health restored
13% Damage Absorption

Skill level 8/8
300 seconds Recharge
Activates when heath drops below 15%
3 second duration
680 Health restored
77% Damage Absorption

Skill level 12/8
300 seconds Recharge
Activates when heath drops below 15%
3 second duration
990 Health restored
94% Damage Absorption

Although our powers will persist beyond the clutches of death, that does not mean a Theurgist will allow death to come on another’s terms. This spell is essential to stop any would-be slayer triumphing over our dark defences. One point is an absolue must immediately upon reaching the required mastery level, further investment is advised as your necromantic skills blossom further.

5/5. This skill came in clutch once in Legendary on my deathless Warlock, saving the entire game. Put one point in immediately, then i’d recommend putting in more when you have other essential skills crossed off

—-

Summon Outsider
Calls forth a powerful extra-dimensional entity from beyond the aether. The link can only be maintained for a short time. Available at Mastery Level 32.

Skill level 1/16
360 second Recharge
286 Energy Cost
30 seconds Ether Lord duration
Ether Lord attributes:
- 1065 Health
- 518 Energy
Ether Lord abilities: 
Ether Strike
39 Energy Cost
200 Arc of Attack
3 Target maximum
126-171 Elemental Damage
36% Reduction to Enemy Health

Skill level 16/16
360 second Recharge
376 Energy Cost
30 seconds Ether Lord duration
Ether Lord attributes:
- 2040 Health
- 788 Energy
Ether Lord abilities: 
Ether Strike
65 Energy Cost
200 Arc of Attack
3 Target maximum
289-343 Elemental Damage
49% Reduction to Enemy Health
Storm Surge
6 seconds Recharge
15% chance of activating
5 meter radius
80 Cold Damage
63-121 Lightning Damage
1.5 seconds of Stun
150 Energy Reserved

Skill level 20/16
360 second Recharge
400 Energy Cost
30 seconds Ether Lord duration
Ether Lord attributes:
- 2300 Health
- 860 Energy
Ether Lord abilities: 
Ether Strike
65 Energy Cost
200 Arc of Attack
3 Target maximum
289-343 Elemental Damage
49% Reduction to Enemy Health
Storm Surge
6 seconds Recharge
15% chance of activating
5 meter radius
97 Cold Damage
77-134 Lightning Damage
1.5 seconds of Stun
150 Energy Reserved

The boss devourer is here. For 30 seconds, take control of a beast of unimaginable power. It needs no supporting items, no sidekick pets, it just is. Take with every build.

5/5. Take one point immediately, flesh out as you go on

CONTINUED IN REPLY
« Last Edit: 11 March 2023, 08:01:31 by kalimon »
AER/A Mobile Deathless x3:
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Re: Spirit Mastery Guide AER/A: the Necromancer’s Grimoire
« Reply #2 on: 22 September 2022, 15:14:23 »
Soul Vortex
Concentrate your spirit power to voraciously absorb all life force and energy in your immediate surrounding. Available at Mastery Level 40.

Skill level 1/10
70 second Recharge
120 Energy Cost
4 second duration
5 meter radius
36 Life Leech per second
12 Energy Leech per second
50% Slowed for 1 second
100% Life Leech Resistance
100% Energy Leech Resistance

Skill level 10/10
70 second Recharge
165 Energy Cost
4 second duration
5 meter radius
144 Life Leech per second
48 Energy Leech per second
50% Slowed for 1 second
100% Life Leech Resistance
100% Energy Leech Resistance

Skill level 14/10
70 second Recharge
185 Energy Cost
4 second duration
5 meter radius
192 Life Leech per second
64 Energy Leech per second
50% Slowed for 1 second
100% Life Leech Resistance
100% Energy Leech Resistance

Soul Vortex is a powerful spell available to only the greatest Spirit masters. This spell is perfect for strength-based, melee Theurgists, as the health and energy gained is by direct leeching, rather than Attack Damage converted to Health from Vitality damage. It also has a 5 meter radius, incidentally the same radius as a maxed out Necrosis/Deathchill, so not only will you be siphoning health and mana, but enemies in range will also be twice as susceptible to the leech.

4/5 for melee characters, as it is the best way for them to leech health, 2/5 for Int characters, as Soul Drain does everything it does, but better. Good panic skill for them, though


Companion masteries evaluation

Congratulations, wise reader, on making it this far through this codex without losing claim to your soul - it seems my powers may be waning. Here, we shall briefly analyse combinations with other masteries, and how they may be played. As this Grimoire is a living, breathing being, this section shall continue to be updated…

Shaman (with Rune): Shaman is an excellent, sturdy caster build. Best played as an Int, Dual wield throwing weapons, leaning into Transmutation. Life/Soul Drain and Thunder Strike will clean up any and every mob in the game whilst keeping your health topped up, and Circle of Power allows you to spam Thunder Strike, turning this class into one of the fastest boss killers in the game.

Warlock (with Rogue): this fascinating class combination has a myriad of synergies, as Spirit weakens enemies’ weakness to Bleeding, while Rogue deals said Bleeding Damage. Furthermore, Rogue’s weakness is dealing with Undead, which Spirit has a skill just for, and Spirit’s weakness is Constructs, which, as you may guess, Rogue has a skill for. It can be played as an Int mage, melee warrior, caster, petmancer… the opportunities are limitless.

Soothsayer (with Nature): sometimes simplicity is the best way. Both masteries are quite defensive, and have a heavy investment in pets. A Soothsayer has access to Wolves, Nymphs, Liche King and Outsider… not bad. Petmancer Soothsayer can control an army of powerful pets to play the game for them, but will need to seek out +Skills gear to help with the deep, deep perk investment such a build will require.

Spellbreaker (with Warfare): Deathchill alone is enough to make this combo viable. Best played as a standard Str warrior, and Deathchill/Ravages of Time will slow and weaken enemy armour, allowing you to cannon your way around the battlefield with Warfare’s LMB. Unearthly Power will push your Physical Damage to obscene levels. Outsider and Ancestral Warriors for bosses, job done.

Spellbinder (with Defence):

Bone Charmer (with Hunting):

Diviner (with Dream): this class has a TONNE of potential playstyles. Melee: phantom strike into Deathchill with Dream’s LMB, Circle of Power with Dream’s Psionic Beam etc etc. Dream also has lots of boosts to Vitality damage, so Diviner is probably the best dark life Int mage in the game, and can be built around a Life Drain caster or a Vitality staff auto attack with Psionic Beam.

Conjurer (with Earth): a beefy build that can be played as either a petmaster or an all-out caster. Petmasters have access to two of the most defensive pets in the game, and can hide behind the almost-unbreakable wall of the Core Dweller and a 5/1/12 Liche King. I don’t like pets, however, and played this build as a raw caster, using Volcanic Orb, Life Drain and Fire Nova augmented by Dark Covenant, Volatility and a Seal of Hephaestus to obliterate foes.

Oracle (with Storm): very similar to the above, this can be best played as either a hyper-offensive caster or a petmaster hiding behind the Wisp and Liche. Circle of Power can let you chain out Thunderbolts/Ice Shards, or you can turn the masteries on their heads and play a melee Oracle, that uses Lightning Dash to get behind enemies, while Deathchill slows them from running away.


Undying Champions of the Spirits

This chapter recognises and honours the ultimate necromantic warriors who have braved the waves of foes across all three difficulties and come through the other side without dying. Each album of my own will highlight the gear they use, stats and a general evaluation of the build. If you have a Spirit character who has come out the other side of the game unkilled, please do message me, and I shall add their details to this hall of fame.

Kalimon - Warlock (Dex caster): https://imgur.com/a/QCRVyCP

Kalimon - Oracle (melee hybrid): https://imgur.com/a/O92Xsfb

Kalimon - Conjurer (Int caster): https://imgur.com/a/nkBoN7O
« Last Edit: 11 March 2023, 08:01:57 by kalimon »
AER/A Mobile Deathless x3:
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Re: Spirit Mastery Guide AER/A: the Necromancer’s Grimoire
« Reply #3 on: 22 September 2022, 15:14:40 »
Conclusion

I applaud ye, o brave reader, for making it thus far. I hope this tome has inspired you to devour your enemies with the vast array of dark powers the Spirit realm offers. If you have any questions on any of the above, be it skills, builds or general info, or, dare I say, suggestions, for this master of the Spirits, please do not hesitate to reach out beyond the veil - I welcome all feedback.

« Last Edit: 18 October 2022, 18:09:24 by kalimon »
AER/A Mobile Deathless x3:
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Re: Spirit Mastery Guide AER/A: the Necromancer’s Grimoire
« Reply #4 on: 22 September 2022, 22:21:28 »
Held for future updates
AER/A Mobile Deathless x3:
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Re: Spirit Mastery Guide AER/A: the Necromancer’s Grimoire
« Reply #5 on: 23 April 2023, 15:59:44 »
Hi, kalimon! It was a joy to read your Spirit Guide.

This is some of the best rundown I’ve read on the subject. 

This truly deserves to be included in the All Masteries Compendium.

Ahem! Humble request @botebote77, I guess. Where is that lazy boy? ^^

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