Last Stand - Necron Overlord: Difference between revisions
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*'''Raiment of the Nightbringer''' - ''Level 20'' | *'''Raiment of the Nightbringer''' - ''Level 20'' | ||
**Ability: Allows Necron Ovelord to summon the Nightbringer from the C'tan shard | **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. | ||
==Progression== | ==Progression== |
Revision as of 22:06, 11 March 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.
SOMEONE UNLOCK ALL THE ITEMS AND ADD THEIR INFO AND WHATNOT
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. Many of his abilities have a casting time, similar to a heavy weapon setting up.
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?
- 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.
- Technomancer's Diadem - Level 9
- Armor Rating: 65
- Grants Ability: Voidblast
- Ranged knockback on a target and deals damage for 18 energy.
- 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 and least now you won't feel so bad about bringing everyone else down with you.
Weapons
- Staff of Light - Default
- Two-handed Ranged Weapon
- 10.8 DPS
- Stereotypical default weapon that stereotypically sucks. Never use it.
- Staff of the Obelisk - Default
- 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.
- Celestial Staff - Default
- 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
- A solid option, especially if you want to spam abilities.
- Warscythe of Extinction - Default
- 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.
- 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 makes nanoscarabs truly infinite, 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. No real crowd control, but you'll kill fast enough to deal with small packs. 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.
- Staff of the Phareon - Level 11
- Two-handed Ranged Weapon
- 42.8 DPS
- Traits: Armor Piercing
- +75 Energy
- 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
- It should be noted the beams are not in a line from you but at the area moving similarly to dreadnought's ability
- 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
- 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)
- Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)
- +30 Energy
- Just keep playing and you'll get this before long.
- In many ways, this doesn't hold up to Voidreaper. Less DPS, no Fearless, and an arguably worse passive are offset by a strong ability, but an energy-intensive ability that will compete with your other crowd-control abilities anyway. Use it if you don't fancy spamming Immortal Reclamation and want to hit things hard, but for most services Voidreaper will still fare better.
Accessories
- Mindshackle Scarabs - Default
- Ability: Mindshackle Scarabs (10 Energy, converts target squad to ally for a duration)
- Useful 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.
- Ability: Nanoscarab Repairs
- Glyph of the Implacable - Default
- +100 Armour
- Like a beefed up version of the Mekboy's Cybork Parts, it does nothing but give a boost to your armour. Not a bad option if you have a spare accessory slot.
- +100 Armour
- Glyph of Tombs - Default
- +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.
- +85 Energy
- Glyph of Wrath - Level 1
- 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
- Makes you very tanky when combined with some of the 'Cron's other wargear.
- Glyph of the Reclaimer - Level 7
- Ability: Immortal Reclamation
- You just start draining life from enemies nearby. Can't fight in this state but gives you significant hp regen boost and obviously, you kills every light enemy in range. Longer casting time than Nanoscarabs
- Ability: Immortal Reclamation
- Phase Shifter - Level 13
- Ability: Phase Shift (Teleport)
- Just a standard teleport. Rather expensive (15 energy)
- Ability: Phase Shift (Teleport)
- Phylactery - Level 14
- Trait: Impervious
- Your normal 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.
- Trait: Impervious
- Glyph of the Star Gods - Level 16
- +1.7 Energy Regeneration
- The Overlords only access to energy regeneration.
- +1.7 Energy Regeneration
- Glyph of the Tireless Harvest - Level 18
- Trait: Awoken
- Reduces the cooldown time of all of the Overlord abilities.
- Trait: Awoken
- Nightmare Shroud - Level 19
- Ability: Nightmare Shroud
- Causes all lower level enemies to flee for a short duration.
- Ability: Nightmare Shroud
Commander Items
- Raiment of the Overlord
- +50 Armor rating
- Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement.
- +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.
- Raiment of Resurrection - Level 10
- 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.
- 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.
- Raiment of the Nightbringer - Level 20
- 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.
- Ability: Allows Necron Ovelord to summon the Nightbringer from the C'tan shard
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 ressurection orb to revive either two allies, or an ally and himself simultaneously, twice in a single match
Builds
none yet, probably some VERY tanky ones Scratch that, we've got one already, and it's a killer.
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 the Resurrection
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 teir? 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 your dying to some thing. 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, your 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.
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 |