Diablo III – Rise of the necromancer

To live really we also have to die a little
When we first saw some necromancer skills , it seemed clear to us how the direction of gameplay of this character was aimed at a system where killing meant to turn enemies into a resource offensive to exploit on the battlefield. Although in part this feeling has been confirmed, the Negromancer, unlike our expectations, has proved to be a versatile character since he has put in the table different abilities since the early stages that have led to peculiar gameplay mechanics, which can be summed up in three different macro areas that we could call respectively: regenerative, offensive and manipulative.
Let’s start from the assumption that one is not exclusive to the other, but that in order to fully exploit the potential of nefilim the best thing is to define it as a primary and a secondary right from now on.
The first-hand abilities allow the necromancer to recover resources such as vitality and essence by hitting the enemy or exploiting the corpses on the field. Among the primaries we find Salasso, among the curses Messe Vitale and finally voracity among those cadaverics.
Any dead enemy, or even some allied creatures created through skills and strengthened with certain runes, will allow you to accumulate stacks of dead that other skills will turn into. Finding the right rhythm between combat and recharging is crucial because it’s just a while to waste precious points on one or the other resource,
Diablo III - Rise of the necromancer
Cadavers, corpses everywhere
The corpses are also at the base of the second of the three anticipated mechanics, that is, the offensive. Accumulating a bit of corpses means keeping in the game a free or almost as good as a gamble. In this case, some abilities such as the Cadaverica or Cadaverica Lancia allow us in one shot or several times to make great damage to the enemy. With the former we will do more damage but it will be impossible to use the regenerative mechanics mentioned above, while with the second one we can handle the situation independently, keeping in mind how many times we will use the different abilities.
The regenerative mechanics seemed to be really comfortable for slaughter of smaller enemies, but against particularly brave elites or against the Boss, they become virtually useless.
In this case, all the mechanics separate from those of the more classical corpses or those belonging to the manipulative category are comfortable, which allows us to have allies of various kinds alike: a group of skeletal soldiers that will precede us in the armpits and they will from the first separation line between us and the enemies (Domino of the Skeletons) or a giant of meat ready to explode and reborn after a few moments (Golem).
Diablo III - Rise of the necromancer
Skills Passive Skills are of crucial importance and allow you to totally vary the way you play, by enhancing close combat without minion or resistance and resilience at will. Nothing new for those who chewed bread and Diablo III in previous years, but still enjoys finding a consistent line to build your character, enhancing its strengths, or going to fill the defects.
To give you examples Mortal Life will give you 20% chance of gaining a globe of care for each body worn, Final Service gives us a leak of escape at the time of crisis by going to sacrifice the minions to get 10% of life instantly and Finally Loneliness gives us 100% more armor less than 10% for active servant.
The necromancer, suitably characterized, can then be used as a remote character, from melee with recovery, or from touch and escape. We had a lot of fun when we fired in the middle of the action, as using the minion and remote skill capabilities, the automation of attack sequences has become such a thing that makes the game almost boring. Playing with minions has, however, allowed us to raise the level of difficulty more quickly in the initial stages and to be able to grind if we do not say an interesting number of levels.