Last Stand - Necron Overlord

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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.

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. 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.
  • 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.
  • 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 and 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
      • Stereotypical default weapon that stereotypically sucks. Never use it.
  • 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 will do quite respectable damage to squishies, making it good crowd control.
      • 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. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour. Best melee option by a mile, 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 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
      • 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. It's also the only melee weapon as good as Voidreaper- its single-target damage is higher but, like the Lance of Annihilation, it pays for it with an agonisingly slow attack rate. Unlike the Lance, 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. Phalanx vs Voidreaper is largely a matter of personal preference (you don't get Fearless for one thing) but it's still a lot of fun.
  • 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.
      • In many ways, this doesn't hold up to Voidreaper. Less DPS (higher single-hit damage, MUCH slower attack speed), no Fearless, and an arguably worse passive are offset by a strong, but an energy-intensive ability that will compete with your other crowd-control abilities anyway. On the bright side, you can use Pitiless Strike as an attack reset to help overcome the pitiful attack speed, slightly boosting its DPS. 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. Under appreciated for its slow strikes and lower DPS it has one good quality and that is the stun that comes with Pitiless Strike. 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)
      • Useful for shutting down a given target - don't expect them to kill much. Buggy and short duration ruin this cool idea.
  • 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.
  • 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
      • 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.
  • 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.
  • 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
      • 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.
  • 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 weren't lying. This is a complete piece of shit, the worst blink in the game- you could spit further than it lets you jump, it costs a RETARDED amount of energy for the distance, and it doesn't even have a comparably short cooldown. Worthless.
  • 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. 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. 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 specialised caster builds.
  • Glyph of the Tireless Harvest - Level 18
    • Trait: Awoken
      • Reduces the cooldown time of all of the Overlord abilities.
  • Nightmare Shroud - Level 19
    • Ability: Nightmare Shroud
      • Causes all lower level enemies to flee for a short duration.

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.
  • 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
    • 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.
  • 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.

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

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 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.

Build 3: Better God of Cycle of life, Trolls, and Dainty tea cups - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of the Wraith/Tireless Harvest, Raiment of Resurrection

You run at stuff and then smash it with Pitiless Strike. When you run out of energy you just run at stuff harder hoping it will kill you so phylactery goes off and gives you more energy to continue the cycle. After Phylactery goes off use the Pitiless Strike stun and wait 11 seconds before you throw down the Rez orb so you will be literally unkillable since the rez orb keeps you alive long enough to allow the Phylactery to come off Cool Down. You won't do as much one on one damage as the Voidreaper buuut you will kill more small emenies and stun so your team can get away/you can kill without getting hit back.

Build 4: Immortal Nuker - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer

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 the Reclaimer, Raiment of the Tesseract

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 and much much longer range. 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. And when shit goes south, you've got the obscene healing of Immortal Reclamation to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 100 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.

The heroes of Last Stand
Space Marine Captain - Chaos Sorcerer - Eldar Farseer - Hive Tyrant
Lord General - Ork Mekboy - Tau Commander - Necron Overlord