On Classic most is viable. On Tactician I find your party not optimal, but maybe it works. I have a pure physical damage party and Necro meanwhile only on one member, a twohanded warrior. It is not that important to have, but it shines in some situations, for example if immobilized most of the fight, when you can use Moskito Swarm as ranged and raise a Bone Widow or Boated Corpse.

Necromancy is not the best damage school per se, it's more a support for physical damage dealers. For big damage you can use it together with heals (per Decaying Touch). The best support char in the game would btw be a Necro/Hydro/Geo combi in my opinion.

I had a Cleric at start as main, so a combi of Necromancy and Hydrosophist. It is nice damage if you get close for Decaying Touch plus a heal. It's much worse however than in the EA where Decaying Touch was an 1 ap skill and healing on decaying persons was much more damage than now. I also found a better use for my healing spells a bit later in game, I use it for ... healing (and removing statuses). I respecced to a Warfare/Geo/Hydro tank, then finally to a Warfare/Scoundrel/Poly rogue.
If you have Necro on all your chars and can set 4 times Decaying Touch, you can deal big bam damage with several Healing Rituals. However you maybe have a hard time to reduce physical armor fast enough.

A combination of Necro with Pyro makes not that much sense for me, as Necro deals mainly physical and Pyro magical damage. Pyrokinetic is best bundled with Geomancy for poison + fire is big damage.

You can use Blood Rain only with a Necro/Hydro combi, but you can take the Bloated Corpse as a substitute to create big blood surfaces.

BTW, don't put points into weapon combat abilities before you maxed the school combat abilities. A point in Warfare gives you more (physical) damage than a point in Twohanded for example.

Last edited by geala; 04/10/17 11:12 AM.