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Necromancer
For those Thaumaturges who are brave enough to peer beyond the veil that separates life and death, the long-sealed scrolls of Belah'dian Archmagus Reremi-Remi hold great allure. Long hidden in Teledji Adeledji's vault below Ul'Dah, and only recently recovered, the incantations contained in the scrolls are written with inks and annotated with a vernacular that predate even Belah'dia. Though these spells are clearly not made to summon actual voidsent, their blatant disregard for the living quickly lead Ul'Dahn scholars to speculate that this magic was Mhachi in origin.
Though the study of Necromancy has been banned in Ul'Dah, for the right price, one might still procure a scrap or two of parchment bearing hastily scrawled copies of necromantic incantations. Those in the know even refer to one merchant, clad in all black and calling himself The Embalmer, who specializes in such heresy.
Necromancy builds upon the established dichotomy of Astral Fire and Umbral Ice that Thaumaturges rely upon. With each ice spell cast, the Necromancer generates a shield around its pet, and with each fire spell cast, enmity is generated towards the pet rather than the Necromancer. Additionally, damage over time effects from any Thunder spell regenerates HP for the pet.
Like most other tanks, Necromancer gets two modes, one geared more for defense and one for offense. The Blasphemy spell calls a heavily armored Belah'dian knight called a Revenant, who excels at pulling and keeping enmity. It features a large HP pool and resistance to physical and magic damage, surpassing the hardiness of Titan-egi; it can also reanimate itself without losing enmity. Post level 50, the Necromancer gains the Heresy spell, which calls the caster pet, Wraith, to sling spells alongside the Necromancer. It features higher damage attacks and some enfeebling effects. At level 60, a Necromancer would tank with Revenant while alternating between Fire and Blizzard spells as needed. To plant hate on your pet from several monsters at once, use Fire II and follow up with the Revenant's Black Flame. If a monster goes after your healer, use the Revenant's Wail, which functions similarly to a Gladiator's Provoke. To further support your pet, you can use Limbo every 30 seconds to help it recover some HP and Dark to blind enemies and reduce their damage dealt. Death Spiral can be used once per minute and, if you are near your pet, will heal it to full HP -- feel free to use Aetheric Manipulation > Death Spiral to close distance to your pet and heal it in a jiffy! Similar to a Black Mage's Flare, Dark II can be used by spending all of your remaining MP. Dark II targets a designated area and heals your pet if your pet is inside it. Because Dark II does not affect Umbral Ice or Astral Fire, nor is its damage or healing dependent on them, you could safely alternate Blizzard III and Dark II to keep your MP topped off and your pet healthy in those stressful situations. Just make sure to switch back to Fire spells every once in a while to keep hate firmly planted on your pet! And if you're in an off-tank role, why not make your pet blow up every 3 minutes to add to your party's DPS? It's great fun.
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