RimWorld

RimWorld

Vanilla Psycasts Expanded
How do you play a Necropath/How is a Necropath supposed to be played?
This might sound like a dumb question but how is a Necropath supposed to be played? It has Attacks, Defense and Utility abilities but it feels like it tries to do too many things that don't mesh together too well.

Word of Fear and Liferot seems a bit too short ranged to be reliable damage dealers. Paralytic Pulse is not only close range it knocks your pawn out so it seems like an emergency measure. I haven't really tried using corpse talk and consume body because I harvest corpses for organs and turn what's left over into chemfuel which is a my fault problem really. Ghostwalk is actually really cool and useful, especially with bad terrain and I use it to power level by draining my Pyscast. Resurrect is annoying to use since I like having Bionic limbs on my high investment pawns so I can use them in frontline combat and Enthrall doesn't let you draft the skeletons.

I'm just genuinely confused about the Necropath's Identity. Is it supposed to be a Short Ranged DPS? Well that role's kinda meh, especially since it has no decent AoE. Is it supposed to be an at home support? Well I seem to need to actually collect corpses for specific skill bonuses using corpse talk and skills max out after a while. Is it supposed to be a backline minion controller? I can't actually control the minions though. Is it supposed to bank everything on ressurection? It's powerful and probably useful ordinarily but if I'm already investing this much time into a pawn that I've gotten him to the end of Necropath tree, I'd want to give him Bionic Arms so I can use him for other things.

I probably sound like i'm whinning like a little ♥♥♥♥♥ but a lot of the other Psycast Archetypes seem to have a great level progression and identity. I love necromancy but I'm just really not sure I understand how I'm supposed to play Necropaths.
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Luna Dialup 25 Nov, 2024 @ 12:03pm 
I don't think VPE trees are specifically bespoke 'classes', just effects grouped thematically around very specific Rimworld mechanics, with more impactful effects coming later in the tree and having greater cost while not necessarily being more practical in the moment-to-moment gameplay. It doesn't really map 1:1 with RPG progression and is probably not balanced as such for this reason. From the overview, if you wanted to Play a Necropath, it seems to supplement a well-equipped melee and/or crafter pawn.
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