Burn AA’s
Gift of Deathly Resolve – DoT twin cast proc off of direct damage (1 Nuke = 3 DoT charges)
Mercurial Torment – Increase spell haste by 25% for detrimentals
Hand of Death – Increase DoT damage by 30-120%
Third Spire – Increase critical DoT damage by 180%
Embalmer’s Carapace – Increase critical DoT damage by 125%
Curse of Muram – Increase DoT critical chance by 40%
Intensity of the Resolute – Increase DoT critical chance by 50%
Glyph of the Cataclysm – Increase critical DoT damage by 60%
Auspice of the Hunter – Increase DoT/DD critical chance by 33%
Illusions of Grandeur - Increase DoT/DD crit chance by 13%, Increase crit DoT dmg by 120% of base, Increase crit DD dmg by 160% of base.
Fierce Eye - Increase DoT/DD crit chance by 13%, Increase DD crit dmg by 13% of base
Spirit of Vesagran (Bard Epic) - Increase DoT/DD crit chance by 12%
Ramp Up + Burn
So here’s what I mean by Ramp Up; in order to max out your burn you’ve got to get your “trigger” DoT’s (Wounds) stacked on ASAP so they’re about to fade and apply the perforations when you start to burn. The perforations are your largest DMG DoT’s, and as such you want to have all your burn modifiers on when they finally trigger. A trick you can use to help streamline your Wounds triggering is to remove your Detrimental Duration Focus ear and then cast all 4 of them, once the last one lands re-equip the ear. So now let’s get into what we’re doing after we’ve applied our Wounds.
For this I’ll just go by spell set name and post the sets themselves later on in the post. Wounds > Mercurial Torment > Raid 1 > Raid 2 (Or Plant if applicable *Skin to Sumac on boss*) > Raid 3 (Or Raid 2 if Plant was applicable). Now we have DoT’s layered and slots taken up so we can hopefully land all our forced twincast DoT’s. So now we’re starting our burn, we have DoT’s on already so we can start to layer on our modifiers. Dicho > Gift of Deathly Resolve > Glyph of the Cataclysm > Effluvial Venin > Pyre > Hand of Death > Pyre > Third Spire > Ignite > COA Robe if no Auspice > Effluvial Venin > Pyre > Embalmer’s Carapace > Ignite > Inevitable. Base set and mods are on at this point, now you’re going with your nuke and other raid spells sets till Gift of Deathly Resolve wears off. The reason I layer modifiers like this is due to their duration, Hand of Death lasts 2 minutes, Glyph 2 minutes, Spire 1:30, COA Robe 1m, and Embalmer’s about 40s.
Spell Sets
Raid 1 (Base Set, always up) = 1. Dichotomic Paroxysm, 2. Pyre of the Shadewarden, 3. Pyre of Jorobb, 4. Ignite Memories, 5. Pyre of Marnek, 6. Ignite Synapses, 7. Inevitable End.
Wounds = 8. Cytotoxic Wounds, 9. Mortiferous Wounds, 10. Pernicious Wounds, 11. Necrotizing Wounds.
Raid 2 = 8. Polybiad Venom, 9. Bomoda’s Pallid Haze, 10. Glistenwing Venom.
Plant = 8. Effluvium, 9. Liquefaction
Raid 3 = 8. Pyre of the Fereth, 9. Burning Shadow, 10. Smouldering Shadow.
Raid 4 (Rarely get to this) = 8. Grip of Kraz, 9. Mourgis' Decay
Swifts = 8. Mourgis' Swift Decay, 9. Azeron’s Flashblaze, 10. Adalor’s Swift Lifedraw
Add DPS = 11. Call Skeleton Mob, 12. Refute for Blood
Flesh = 11. Flesh to Venom, 12. Flesh to Poison. *These do stack if you apply Venom first, if you have remaining charges on Poison it will remove the buff, so reapplying Venom means you need to reapply Poison as well.*
Nukes (For Gift of Deathly Resolve mainly) = 11. Effluvial Venin, 12. Refute for Blood
Taps (Rarely use these myself) = 11. Soulsiphon, 12. Consume Essence.
We have 13 spell gems now, as long as 1 other Necro is in the raid I reserve spell slot 13 for Alliance and keep it up 100% of the time. If no other Necros I will generally put Call Skeleton Mob in its place.
Assorted Info
Let’s talk Passive Crit Rate and how ADPS will affect it. Passive Crit rate from AA’s alone is 61%, 62% if you have your DoN progression done. Now let’s add our Epic, 2.0 will put you at 70%, 2.5 will put you at 80%. *Apparently the 2.5 bugged when they created it and they never fixed it so the 8% and 10% stack because Everquest reasons*. So that means most Crit Chance mods will max you out, prolonging your very high DPS after burn. Bard Epic + Fierce Eye = 105%, Auspice alone = 113%, COA Robe alone = 120%, Intensity of the Resolute alone = 130%, IOG alone = 93% (This is a large damage mod, you’ll want to make sure you’re repping 100%+ when this is on, may have to use COA Robe if nothing else is available.) *Intensity of the Resolute WILL strip Auspice AND IOG, be careful and time it correctly if you use it.*
Now outside of DoT’s we also have some pet dps stuff we can use, in the grand scheme of things they don’t add much but they aren’t so bad that they become detrimental to our dps, so we might as well hit them. I tend to hit Rise of Bones, Swarm of Decay, Rune of Tallon, Frenzy Dead, Epic click, and our current BP click in-between my DoT casts. Another aa to use is Gathering Dusk, they finally amped it up so it does some alright damage, the only problem is they upped the agro on it as well, so you’ll need to monitor your agro after you pop it. It also eats a debuff slot so that sucks, try not to use on the boss if adds are available.
Mana is generally not an issue for us, but sometimes we die or there is a mana drain etc. Death Bloom is your go-to for mana regen in most cases. If you’re superbly boned then use Blood Magic, try and keep Dicho on a mob to help heal through this and not bombard your healer with your lack of health management.
I use 2 potions on my necromancers at the moment. I use Dragonmagic Focus (Added DD proc on detrimental spell casts), and Tonic of Efficiency Affinity XI (Adds 1 tic to most DoT's, adds 2 to some of the longer duration ones.)
This is what I do on Evileen, figured I may as well post it.
If you want to dabble into some more of the extra stuff such as pet gearing, sympathetic proc augs, clickies etc. here is a link courtesy of Scornfire!
http://www.daguild.org/phpBB3/viewtopic.php?f=2&t=7180&p=39629#p39629