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Last Stand - Necron Overlord
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==Accessories== *'''Mindshackle Scarabs''' - ''Level 1'' **Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration) *** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn't Necrotic Barrier, and it ''does'' get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord's side. While turned, you can't damage them, but they'll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn't that long, but the effects are quite useful and there's nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don't underestimate it despite it being somewhat mediocre. *'''Nanoscarabs''' - ''Default'' **Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health) *** Don't underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities. *'''Glyph of the Implacable''' - ''Level 1'' **+100 Armour *** Like a beefed up version of the Mekboy's Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with 'Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn't be obsoleted until you get Phylactery, and even then is a perfectly viable option. *'''Glyph of Tombs''' - ''Level 1'' **+85 Energy *** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you're feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things! *'''Glyph of the Wraith''' - ''Level 2'' **Trait: Swift (+25% movement speed) *** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness. *'''Glyph of Living Metal''' - ''Level 3'' **+90 health **+3.0 Health Regen *** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely ''need'' to; you'll be glad you did. *'''Glyph of the Reclaimer''' - ''Level 7'' **Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.) *** '''Are you creating a ranged build? Stop. Don't use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord's ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you're facing a strong melee tarpit like Banshees. So if you're looking for regen get a regen item that is working for you all the time, and if you're looking for a DPS item why don't you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.''' Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It's not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it's the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don't use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you. *'''Phase Shifter''' - ''Level 13'' **Ability: Phase Shift (15 Energy; Teleport to target location.) *** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer's, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races' teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice. *'''Phylactery''' - ''Level 14'' **Trait: Impervious *** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander's Stimulant Injector or the Chaos Sorcerer's Robes of the Deathless (aside from the fact that you're really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don't forget you also get full energy too which makes it great for caster builds as well. Just don't take this on Colosseum because your clone will go from a bitch to a double-bitch. *'''Glyph of the Star Gods''' - ''Level 16'' **+1.7 Energy Regeneration *** The Overlord's only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up ''literally'' forever. *'''Glyph of the Tireless Harvest''' - ''Level 18'' **Trait: Awoken *** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it's enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally ''nothing,'' which is enough to actually make them usable. Its effect on most other abilties isn't as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Technomancer's Diadem viable weapons, and it's a big help if you like the Raiment of the Tesseract (and frankly, who doesn't?). *'''Nightmare Shroud''' - ''Level 19'' **Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.) *** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain's Terror of Xenos, it's still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.
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