Last Stand - Necron Overlord: Difference between revisions
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**Armor Rating: 110 | **Armor Rating: 110 | ||
**Traits: Reanimation Protocols (Self-resurrect after a delay) | **Traits: Reanimation Protocols (Self-resurrect after a delay) | ||
***Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but | ***Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won't feel so bad about bringing everyone else down with you. If you're the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn't exactly something you want to be counting on. Passable, but there's still no reason to use it when you have the awesome OPness of the Diadem of the Nemesor at your disposal and so many other ways to avert death (Phylactery, Resurrection Orb etc etc). | ||
==Weapons== | ==Weapons== |
Revision as of 17:19, 22 April 2016
The Necron overlord is the Last Stand Hero of the Necrons.
He's also a broken little piece of shit that is so OP he makes the Shas'O Commander seem entirely reasonable by comparison. Problem is, his kit is split between the stuff that's so OP it beggars belief it ever got off the drawing board, and the stuff that's so laughably fucking bad that it seems like a joke. "Balanced" is not the word we would use here.
Overview
The Necron Overlord is a paragon of death, as will reap this on the battlefield. He gets amazing armor, health and regeneration, creating a very survivable character. In fact, if you build him for full tank then he's more unkillable than ANYTHING except maybe a Bio-Feedback cheese Hive Tyrant, with the highest HP in the game, the highest armour in the game, massive regeneration and even a second life (or a 3rd or even a 4th)! Many of his abilities have a casting time, similar to a heavy weapon setting up. However being knocked back won't interrupt the activation of the Overlord's abilities (although being stunned by a Dreadnought's ground slam will), making them more reliable than you might think.
Armor
- Overlord's Diadem - Default
- Armor Rating: 50
- Default Armor. It fails at everything and should never be used. But it's all you have to start with, so get used to falling over when an enemy looks your way.
- Armor Rating: 50
- Diadem of the Nemesor - Level 4
- Armor Rating: 125
- Traits: Combat Expert (+30% Melee and Ranged damage)
- Put this on the second you unlock it. Better protection and more damage, what's not to like? In fact, don't ever take it off unless you're trying some gimmick build with Monolithic Diadem, every other armour he has is pretty much crap compared to this.
- Monolithic Diadem - Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game
- Armor Rating: 75
- Traits: Might of the Triarch (Reduces energy cost of abilities)
- Relatively flimsy armor, and the Overlord doesn't chew through much energy to begin with. Save it for specialist builds. It cuts energy cost in half rounded down so an orb of resurrection cost 17 instead of 35.
- Tachyon Diadem - Level 8
- Armor Rating: 80
- Grants Ability: Tachyon Arrow
- Gives the Necron Overlord a wrist-mounted crossbow that lets him fire an armor-piercing bolt at the cost of 5 energy. Good for killing Shuriken Catapults, Nobs, Tankbustas, Ravenors, and Plasma wielding Astartes. Also has a ridiculous range and can be "shot" through terrain features and cover. Main problem is the bolt does almost NO fucking damage at all and is hard-put to knock over anything bigger than a guardsman. And remember, you're giving up Diadem of the Nemesor for this. On the bright side, Glyph of the Tireless Harvest reduces its cooldown to zero, letting you spam it for as long as you have energy. On the other hand, this doesn't fix the absurdly low damage and the firing time is still too slow.
- Technomancer's Diadem - Level 9
- Armor Rating: 65
- Grants Ability: Voidblast
- Ranged knockback on a target and deals damage for 18 energy. A complete and utter piece of shit. Voidblast does, if anything, even LESS damage than Tachyon Arrow, has pathetic range and costs WAY more energy than it should. And you're wearing tinfoil armour, completely negating the thing the Overlord is best at (i.e never dying). Don't even experiment with it unless you like failure.
- Diadem of Reanimation - Level 12
- Armor Rating: 110
- Traits: Reanimation Protocols (Self-resurrect after a delay)
- Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won't feel so bad about bringing everyone else down with you. If you're the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn't exactly something you want to be counting on. Passable, but there's still no reason to use it when you have the awesome OPness of the Diadem of the Nemesor at your disposal and so many other ways to avert death (Phylactery, Resurrection Orb etc etc).
Weapons
- Staff of Light - Default
- Two-handed Ranged Weapon
- 10.8 DPS
- +25 energy
Stereotypical default weapon that stereotypically sucks. Never use it.- Suddenly, default weapon gives you a lot of energy. It sucks, but could be useful in low level builds.
- Staff of the Obelisk - Level 1
- Two-handed Ranged Weapon
- 5.1 DPS
- Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)
- Low DPS, but it's the first weapon that gives good crowd control. Don't forget that you can still melee, which will do more damage against lone enemies. Fun to watch in action, but gets badly obsoleted later on by Staff of the Phaeron.
- Celestial Staff - Level 1
- Two-handed Ranged Weapon
- 20.7 DPS
- Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Ranged attacks lower ability cooldowns)
- +15 Energy
- +15 Health
- This would be a decent weapon for specialised abiliy loadouts, except the effect of Rush of Battle is pathetic. Oh, you want to spam Tesseract? Too damn bad, the cooldown reduction is negligible even if you attack non-stop and the weapon itself is too pathetic compared to other options to be worth it.
- Warscythe of Extinction - Level 1
- Two-handed Melee Weapon
- 14.6 DPS
- Ability: Necrotic Barrier (15 Energy, draws a wall between two points and knocks down units standing where you place it)
- Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)
- +1 Energy regeneration
- For when you want to see the faces of the living as they stop living. Gives you decent single-target damage, and a well-placed Necrotic Barrier will keep those mobs from swarming you. Focus on the biggest thing you can reach and stab it until it dies. Necrotic Barrier can also be drawn THROUGH a squad to damage them directly and can wipe out entire squads of squishies if well-aimed, and even flatten heavier infantry like Plasma Marines and Raveners if you knock them along the length of the wall, causing them to take multiple hits. Perhaps most importantly this makes the Warscythe of Extinction the only Warscythe the Overlord can equip that has ranged capability. It's easy to underestimate how effective this weapon can actually be.
- At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 17, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.
- Voidreaper - Level 6
- Two-handed Melee Weapon
- 30.0 DPS
- Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)
- Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)
- +1.5 Health regeneration
- An upgrade to the Warscythe of Extinction in most ways. Unlike the other Warscythes which are incredibly powerful but agonisingly slow, the Voidreaper trades slightly less single-hit damage (but still more than almost any other weapon) for a MUCH higher attack speed, about on par with other heroes melee weapons. No real crowd control, but you'll kill fast enough to deal with small packs and lets be real you're bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you'll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.
- Staff of the Phareon - Level 11
- Two-handed Ranged Weapon
- 42.8 DPS
- Traits: Armor Piercing
- +75 Energy
- By FAR the best Staff of Light, the ranged DPS on this thing is just fucking insane- about on par with a Tau Commander with dual Plasma Rifles, with better accuracy to boot, AND it still does respectable melee damage. When the Swarmlord spawns on wave 13 of Anvil of Khorne, you can just stand there and shoot at it and it'll die before it even reaches you. The +75 energy pushes it over the top, letting you tank with Nanoscarab Repairs or Immortal Reclamation for days. Not flashy, but just plain OP as fuck.
- Lance of Annihilation - Level 15
- Two-handed Ranged Weapon
- 16.6 DPS
- Abilities: Annihilation Barrage (Fires a bunch of beams in a line at the target area)
- Traits: Armor Piercing (Melee attacks ignore 100 points of armor)
- 1.3 Health Regeneration
- Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it's slow to fire and rather narrow, meaning it's easy to miss if the target starts moving while you're starting it up. You could possibly build an ability-based loadout around it, but you'd need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Passable, but WAY outshined by the Staff of the Phaeron.
- It should be noted the beams of Annihilation Barrage fire not in a line moving away from you, but horizontally at a right angle, similar to a dreadnought's assault cannon sweep.
- Warscythe of the Phalanx - Level 17
- Two-handed Melee Weapon
- 16.1 DPS
- Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)
- +100 health
- You want to never fucking die, ever? Take this and Glyph of Living Metal and you have 290 HP just to START with. Add in the 200+ armour you can easily accrue and survival aids like Nanoscarabs or Immortal Reclamation and you can just sneer at entire waves. Its single-target damage is higher than Voidreaper but, like the Doomsday Edge, it pays for it with an agonisingly slow attack rate. Unlike the Doomsday, though, this thing will put out MAJOR cleave damage every time it kills something, meaning you can easily gib almost an entire squad of Guardsmen, Gaunts or Heretics with a single swing, letting you clear tarpits without having to rely on Immortal Reclamation. Arguably a second tier Necron weapon because of one huge problem, the cleave damage only happens if you kill a model so if you have an overzealous teammate shooting you kills before you have time to connect or you are facing something that takes multiple hits to kill such as Nobs, Orgyn or vehicles that awesome cleave damage doesn't happen but it's still a lot of fun. This is still your best choice if survivability comes first, second and third for you ahead of doing damage.
- Doomsday Edge - Achievement Unlock: Complete 100 total waves as the Overlord
- Two-handed Melee Weapon
- 13.5 DPS
- Ability: Pitiless Strike (Damages all nearby enemies and stuns them)
- Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)
- +30 Energy
- Just keep playing and you'll get this before long.
- Less DPS than Voidreaper (higher single-hit damage, MUCH slower attack speed) and no Fearless are offset by a strong, but an energy-intensive ability that is comparable with your other crowd-control abilities and one of the top two melee weapons. On the bright side, you can use Pitiless Strike as an attack reset to help overcome the pitiful attack speed, slightly boosting its DPS while also stunning your enemies and doing decent additional damage to vehicles. Use it if you don't fancy spamming Immortal Reclamation and want to hit things hard, however Voidreaper will still fare better on single target damage. Having Clone problems or think that Great Unclean One is far to scary to go toe to toe with just bring this bad boy along. Include a Phylactery and say goodbye to all your energy problems.
Accessories
- Mindshackle Scarabs - Level 1
- Ability: Mindshackle Scarabs (10 Energy, converts target squad to ally for a duration)
- Buggy, ability cool down, casting timer and short duration ruin this cool idea. Can be used for shutting down a given target - don't expect them to kill much.
- Ability: Mindshackle Scarabs (10 Energy, converts target squad to ally for a duration)
- Nanoscarabs - Default
- Ability: Nanoscarab Repairs
- After a cast timer, drains energy to replenish 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.
- Ability: Nanoscarab Repairs
- 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.
- +100 Armour
- Glyph of Tombs - Level 1
- +85 Energy
- A flat energy bonus. Almost worthless at low levels - the Overlord almost never runs out anyway. Consider taking it to extend your Nanoscarab Repairs, or to be able to use the Glyph of the Reclaimer for longer periods. If you need large amounts of energy, though, you're generally better off just using the Staff of Phaeron.
- +85 Energy
- 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, so this is likely to be your only mobility boost.
- Trait: Swift (+25% movement speed)
- Glyph of Living Metal - Level 4
- +90 health
- +3.0 Health Regen
- Let's just point out that this thing offer more HP than the Captain's Rite of Fortitude and TWICE as much HP regen as his Parable of the Stalwart Brother. Yeah, that's how badly power creeped the Overlord is. Put this on, never take it off, and you'll be almost impossible to kill.
- Glyph of the Reclaimer - Level 7
- Ability: Immortal Reclamation
- 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 Necrons ranged weapons do considerably more DPS when compared to this item, even in melee, unless your facing the Banshee wave in the BC. So if you're looking for regen get a regen item that is working for you all the time if you' 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 the 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.
- Ability: Immortal Reclamation
- Phase Shifter - Level 13
- Ability: Phase Shift (Teleport)
- You know how we said in the description for Glyph of the Wraith that "The Overlord has no movement abilities"? Yeah, we sort of lied a bit. First impressions of the Phase Shifter are beyond terrible- you could SPIT further than it lets you jump, it costs WAY too much energy, and it doesn't even have a short enough cooldown to justify these drawbacks. However, with the addition of a bit of kit (namely the Monolithic Diadem to reduce its cost to 7 energy and the Glyph of the Tireless Harvest to completely negate its cooldown) it actually becomes quite usable. Sure, it's still a desperately second-rate version of the Mekboy's Teleporta Pack (less than HALF the distance for the same cost) and it'll drain your energy rapidly if you abuse it too much (since you really can't afford to spare another slot for the Glyph of the Star Gods as well) but while using the Monolithic Diadem means your armour is a beer can compared to the Diadem of the Nemesor, it still makes the Teleporta Pack look like the paper it is by comparison. Useless on its own, the Phase Shifter is situationally useful in very specific loadouts.
- Ability: Phase Shift (Teleport)
- 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.
- Trait: Impervious
- 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.
- +1.7 Energy Regeneration
- 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 a viable weapon, and it's a big help if you like the Raiment of the Tesseract (and frankly, who doesn't?).
- Trait: Awoken
- Nightmare Shroud - Level 19
- Ability: Nightmare Shroud
- Causes all lower level enemies to flee for a short duration.
- Oh this COULD have been so good! Unlike the Captain's Terror of Xenos, the Nightmare Shroud is a continuous effect that drains energy while in use, similar to Nanoscarabs or Immortal Reclamation. The problem is, like Immortal Reclamation but unlike Nanoscarabs, you can't move while using it (although you can at least attack if you have a Staff of Light or a big Fearless target like a Dreadnought is smashing your face in). The range is also pretty short (even shorter than Immortal Reclamation), meaning most melees who are trying to leap on your face will still get their stomp on you before the terror effect sends them running back to do it again, and since you can't move, you can't even run into enemy ranged squads to make them flee. The energy drain is pretty high too- it'll run you dry in no time, even if you have the +75 energy from the Staff of the Phaeron. So, the simple question is "why would you EVER take this over Glyph of the Reclaimer which is a MASSIVELY superior anti-tarpit option against swarms of melee?" And the simple answer is "you never would, ever". What a waste.
- Ability: Nightmare Shroud
Commander Items
- Raiment of the Overlord - Default
- +50 Armor rating
- Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled. Mainly exists to slightly soften the blow of having no starting armour, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.
- +50 Armor rating
- Raiment of the Tesseract - Level 5
- +35 Armor rating
- Ability: Tesseract Tomb (30 Energy, fires a slow projectile at a location to lock down enemies in a radius)
- Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord's biggest weakness. Don't expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they'll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will eventually, the bastard).
- Raiment of Resurrection - Level 10
- +25 Armor rating
- Ability: Resurrection orb (35 energy). Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates.
- Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you're better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it's better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It's still useful to have one on a team if you have multiple Overlords.
- Raiment of the Nightbringer - Level 20
- +10 Armor rating
- Ability: Allows Necron Ovelord to summon the Nightbringer from the C'tan shard
- The Necron Overlord's Nuke: Summons a shard of the Nightbringer which is stationary and periodically releases enormous aoe bursts for a short time.
- Despite the middling size of the blasts, it's still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they're still good enough, but the Nightbringer is just so delicious you'll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.
Progression
shoot things, cleave things, get bigger cleavers, cleave more things.
Tactics and Strategy
- On Achievements:
- The Red Harvest (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. Strategy? Just play the game and you'll get it eventually.
- Lord of Risen Doom (grab me the paddles: cron edition) (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.
Builds
Build 1: Literally Death Incarnate - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract
Available by: Level 7 (yup)
OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you'll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what's that? No crowd control? Wrong. Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it's like the Hive Tyrant's Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren't enough, you've got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.
Build 2: God of Cycle of life, Trolls, and Dainty tea cups - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection
Available by: Level 14
Any respectable melee build has Voidreaper just because while it's ability sucks (seems more for those who aren't playing NL for some reason) you just can't top it. If you throw in your impressive hat you can charge into horde no matter how large drop down to one knee and watch as you just kill half of the map or at least any thing in your area. What's that your doing anvil you can literally hold a side by your self no matter what spawns you can kill it easily. Your reaper means you can make it to any group or target of your choice with out issues. If you some how have enemies still up after you open to door way to the Dead Zone just finish them off with a few swipes. Tanks and heavy inf just hit them with your reaper until they die. Your team mates are scrub tier? Just throw an orb on their dead bodies and let it do the work for you. What about that other power issues Crons suffer from? Well your Phylactery has that covered if for some reason you drop to 0 health your instead brought back with huge armor bonus and full health and energy meaning you can drain a horde until your hamster ball is back. That still isn't enough and you're dying to something. Well provided your teams aren't idiots you can live for ever because what self respecting Necron doesn't have reanimation protocols in about the same time for some one who was standing next to you to pick you up, you're standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the reaper means that you can not interrupt him easily and stop him from picking some one else up.
Build 3: #1 Stunna - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract
Available by: Level 14 (lvl 5 w/o Phylactery)
Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn't enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering "How can this Necron be so amazing?"
Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you're no longer an uber tank monster and let to smashing continue.
Build 4: Immortal Nuker - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer
Available by: Level 20
One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that's left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.
Build 5: And Now For Something Completely Different - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract
Available by: Level 18
What's this? NOT a tanky build? You're goddamn right it isn't.
Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.
So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn't need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn't matter so much if they're a bit shit. Your Annihilation laser lance rave party blast is cheaper and recharges faster. You've got cheaper more frequent Tesseracts to pin enemies in place for your lasers. Also don't worry, shit probably won't go south, because you've got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You'll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won't spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You'll also probably out(s)kill melee Necrons.
Build 6: Bane of All Melee Ever - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract
Available by: Level 16 (Level 20 with Nightbringer)
Yo yo yo. I hear you like that broken-ass health drain.
Wanna do it forever?
Now you can.
At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.
You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won't really move your health.
The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.
Build 7: Devotion to C'Tan - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer
Available by: Level 20
Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That's right you can summon the bad boy 2 or even 3 times in longer rounds. Once he's summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don't get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you'll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away.
Build 8: NANOMACHINES, SON - Invincibility Exploit Build (Patched out as of April 13, 2016 - sorry guys) - Voidreaper/Lance of Annihilation, Any/Monolithic Diadem, Phylactery, Glyph of the Star Gods, Nanoscarabs, Any/Raiment of the Nightbringer
Available by: Level 16 (Level 20 with Nightbringer), but actually may be built at level 14
Since Nanoscarabs can be toggled indefinitely with the Glyph of the Star Gods, activate this with Phylactery equipped, with either the Voidbringer or Lance of Annihilation (the added health regen those two weapons give are needed to make the exploit work), and the result is that Phylactery will never proc, preventing you from ever dying. YOU WILL NEVER DIE, EVER. Your HP will drop to 0, but you'll not die, and still be able to walk and kill. And yes, this means you can solo lvl 20. This is a glitch clearly. Build this with the Voidreaper for that protection from knockback and suppression and nothing can stop you. Take the Nightbringer for AoE and Monolithic Diadem for the discount and then nothing can stop you and gets murdered by the Nightbringer shard.
The heroes of Last Stand |
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Space Marine Captain - Chaos Sorcerer - Eldar Farseer - Hive Tyrant Lord General - Ork Mekboy - Tau Commander - Necron Overlord |