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荣耀流派 - 绯红女王(死灵法师)

2026-02-18 16:00:10

AI智能总结导读

这是《神界:原罪2》中适用于精灵、人类或亡灵人类的4人小队死灵法师“绯红女王”荣耀流派Build,包含1-21级的属性、技能加点规划,还有各阶段装备、符文搭配,以及早中晚三期的技能配置,核心围绕死灵法术输出打造。

★ 适用于任何精灵、人类或亡灵人类的Build。此Build适用于4人小队体验。 ✖ 美术作品作者:♦️ Zeronis ♦️ ★ 展示视频

✎ Stats Progression Level 1: 13 INT, 1 Warfare, 1 Necromancer, Executioner Level 2: 15 INT, 1 Pyro Level 3: 17 INT, 2 Necromancer, Glass Cannon Level 4: 19 INT, 1 Aero Level 5: 21 INT, 2 Aero Level 6: 23 INT, 11 Memory, 1 Poly Level 7: 25 INT, 1 Huntsman Level 8: 27 INT, 2 Huntsman, Elemental Affinity Level 9: 28 INT, 12 Memory, 2 Pyro Level 10: 30 INT, 13 Memory, 2 Poly Level 11: 31 INT, 15 Memory, 3 Poly Level 12: 32 INT, 16 Memory, 1 Hydro Level 13: 18 Memory, 3 Necromancer, Savage Sortilege Level 14: 34 INT, 1 Scoundrel Level 15: 37 INT, 4 Poly Level 16: 39 INT, 19 Memory, 5 Poly Level 17: 40 INT, 11 WIT, 2 Hydro Level 18: 21 Memory, 12 WIT, 3 Hydro, Hothead Level 19: 13 WIT, 2 Warfare Level 20: 15 WIT, 3 Warfare Level 21: 17 WIT, 4 WarfareIf the requirements already met with the help of your gear, respec the attributes or combat skills and relocate them elsewhere where it could yield more benefits like getting more Warfare and Scoundrel in the end. ♦ Academy Lessons:Lesson of INT: +5 INT / -5 FIN ♦ Spider Kiss Talent: Dragon: +2 WIT -2 CON ♦ Civil: Thievery 1st → Sneaking 2nd ✎ Equipment Gears: Look out for gear with +Warfare, +Scoundrel, +INT or Wits. Belt with 2% or 4% Critchance. Gear that has side stats for the build skill requirements such as Huntsman, Aero, Hydro or Pyro are also appreciated so you can respec and relocate more base points into Warfare for more damage output. Keep and use unique Ring of Intelligence that has a rune slot: +1 Intelligence, +10% Poison Resistance → Which can be plugged with a Power Frame Flame Rune for another +3 Intelligence and +6% Critchance. Weapons for early game, use these unique 1H-weapons and any leveled shields throughout early to mid game: Viper Tongue: +1 STR, +1 Warfare Fang of Winter Dragon: +1 STR, +1 INT, +1 Warfare, +1 Hydro, +10% Critchance At late game, swap out the shield and dual-wielding these two unique 1H for their bonuses: Eternal Stormblade: +3 Memory, +6 Initiative, +15% Critchance. Rancour (Dagger): +3 Wits, +3 Finesse, +25% Critchance → You will need to swap out some Wits into Finesse to carry the Rancour dagger, take +3 Finesse from the weapon into account too, as character only need enough 14 Finesse to carry it. Potentially trading 3-4 points of attributes for 28% Critchance worth of 28 Wits. Do the same for Eternal Stormblade. In Arx, use these uniques: Soft Touch (Gloves): +5 Intelligence, +5 Memory, Set Atrophy, Set Healing Tears. Luronta Temva (Legs): +2 STR, +2 FIN, +2 INT, +2 CON, +2 Wits, +2 Aero, +10% Air Resistance. Runes: Amulet/Ring: Flame Rune (+4/5/6% critchance) Armour: Flame Rune (+7/9/11% Fire resistance) Weapon: Flame Rune (+9/11% Fire damage) Frames: Amulet/Ring: Power Flame (+2/3 INT) Armour: Power Flame (+2/3 INT) Weapon: Power Flame (+2/3 INT) Eternal Aeterfacts:It can't be REMOVED once plugged and they are also LIMITED, so only use when you know for sure that piece of gear is going to be with you for a looong time. Rings: +1 Scoundrel / +10% Poison Resistance ✎ Abilities Setups Ideal Party Initiative Order: pre-buff Peace of Mind to control party initiative if needed. 3rd place or 4th place: executioner role, finish off weak enemies or to make use of already dead enemies corpses. 1st place: strong initial striker, ideal to take out high threat enemies. Elemental Affinity: this build uses mainly Necromancy spells, so by standing on blood surfaces the character can get -1AP less cost on those spells. You can either use Blood Rain to create and prep before battle or in combat to generate blood surfaces or if the character is an Elf, they can create blood surfaces on themself with Flesh Sacrifice. CON requirement for Shields: especially when the character race is an Elf who lose -CON on using Flesh Sacrifice. There is a solution for this if the party you ran has a Human: Who can Encourage the whole party giving them a CON boost which also scales with levels. Usual bonus +CON on shields and +CON buff from Encourage will override the negative -CON from Flesh Sacrifice & allow the Elf to carry shields without investing points into Constitution. → (Human character has to act before the Elf to grant Encourage on everyone) ✦ Early Game (1~8) Raise Bloated Corpse: (early game only) despite having no focus Summoning, based on the spell cost (1AP), AP damage/wise it is a decent offense spell for early game until the Necromancer have more spells to use. The chubby summon can attack once then self explode to deal a good chunk of AoE damage. Mosquito Swarm: single ranged target attack, dealing decent damage to enemy and restore health based on damage dealt. Decaying Touch: Deal decent damage to enemy target, apply Decay which makes enemy take damage from healing. Bouncing Shield: throw your shield at target and bounce one time to one nearby enemy, dealing strong damage based on the shield physical armour. Corpse Explosion: explode one selected dead body, dealing strong AoE damage to nearby targets. Infect: deal strong single target damage, apply Diseased debuff which -35% Damage & -5 Constitution on affected target. Death Wish (situational): massive dmg boost based on missing %HP (e.g: 1HP = 99% dmg boost). Only have equipped when you want to utilize the buff, otherwise remove it to make place for something else. Teleportation: teleport stuffs to desired place, can use to gather enemies or corpses. Because Teleportation scales with INT, Warfare and crit multiplier combat skills. This spell is also a strong damaging attack for the Necromancer, so make sure you drop enemies on top of each other so they can get impact damage. Uncanny Evasion (optional): a buff that increases +90% dodge to target for a turn, protecting them from weapon attacks. Cloak: hide and protect yourself from enemies. Tactical Retreat: jumping ability, also apply Hasted buff on self for a turn. Haste (optional): grant your target ally extra +1 AP Recovery per turn. ✦ Mid Game (9~15)Mass Corpse Explosion: explode every surrounding dead bodies close by, dealing powerful AoE damage. Nether Swap: 2nd Teleportation, swap places between to selectable targets. (replaces Uncanny Evasion) Skin Graft: reset all cooldowns. Blood Rain: call down blood rain, creating blood surfaces. (replaces Bloated Corpse) Grasp of the Starved: deal strong AoE damage to enemies standing on blood surfaces. Adrenaline: Gain 2 AP for this turn but lose 2 AP on the next turn (a tradeoff), use it when you need to confirm a kill to trigger Executioner talent or just simply want to finish off some high threat targets. Peace of Mind: small Damage and decent Critchance boost. ✦ Late Game (16+)Challenge: Mark an enemy, if the target dies within 2 turns then your character will receive bonus Armors and +20% Damage boost for a turn. Apotheosis: reduces all source powers by -3 SP for 2 turns, meaning after Apotheosis is casted. You are free to use any source powers with no cost for the duration. It also provide a small stat boost on all attributes like Peace of Mind does. Blood Storm: summon a blood meteors down on your enemies for 2 turns in a big area, dealing strong AoE damage to nearby targets individually. Can be used on clustered enemies to multi-tick the attacks and maximize damage output. Thick of the Fight (optional): boost 10% damage per nearby characters, you can prep the buff before battle with your party nearby to get some quick damage advantage from the start. Inner Demon: Boost Intelligence and Magic Armour.

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