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Necromancer faction: Stats, Talents, Tactics, Strategy


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AuthorNecromancer faction: Stats, Talents, Tactics, Strategy
Darkness build is not very good for hunting, but instead intended for pvp or maybe thief and mercenarys.

i m not sure how will it work on nerco. but, darkness built still can work in some hunt for my knight; but most players just dont want to try.

delay and dis ray are the most useful in hunt; they buy your more time to deal more damage :) for a nerco which cant burst action, delay is the only way for you to speed up your troops initiative by slow down opponents

6 turns seems like forever under these circumstances but you could only bewitch one target at a time and you would be hardly able to use all your mana.

yet, in non-pvp fight like hunt, 6 turns are just ok; it is too much for pvp; it is not enough for TG.
Ok, the Escort missions are getting insanely difficult.I need suggestions for following battle(s):

Wizard Brigands(8)

https://www.lordswm.com/warlog.php?lt=-1&warid=28064791


earlier same Escort battles with different talent and troop combo type:
https://www.lordswm.com/warlog.php?lt=-1&warid=27720850
https://www.lordswm.com/warlog.php?lt=-1warid=27658795
https://www.lordswm.com/warlog.php?lt=-1warid=27551610

thnx, much appreciated.
True enough disray is very usefull, but you don't need a darkness build in order to use this one in hunts. And although I agree that delay is also a good choice it is not worthwihle to spend lots of statpoints on knowledge + spellpower + all your talents on darkness, as going might will serve you much better in most hunts.
@62

Not much you can do there, maybe split up some ghosts, but honestly if the brigands turn to tough better to skip them and wait for a higher level.

BTW has anyone ever got a free brigand quest since the last big update, it seems to me as if ages have past since I could deliver a package without fight.
@Ranor

Ok, so how much sp/knowlege should i have as a darkness nec??
@64
I just had a free one a few days back. But the one before that was over a year ago.
As darkness nec in level 8 I would go for delay (instead of curse) as this spell effects all units equaliy regardless of damage and except for golems all units will suffer from this.

As stated above darkness is most usefull for group battles, so I woul go for something like 4-5 sp and 40 mana, this will give you the abbility to cast up to 5 mass delays or any combination with single spells as u see fit and 4-5 turns is a lot for any group battle.

In level 8 you have 8 statpoints from level, + maybe 1 from mercenary guild as your talents should be basic darkness + dominion of mind + basic erudition (+2 statpoints) you should have 10-11 statpoints at your disposal.

Aiming for 4-5 sp and 40 ish mana you should have 1-2 left to put towards attack. In full arted gbs you can boost your sp with a magic cloak to increase spell duration.

But I would favor a mass disruption build

40 mana no sp same talents, except dominion of pain instead of mind. giving you 4 mass disruption = 4x4 reduced def to all units you can reach. Combined with still lots of attack (6-7 points into attack) you can screw your enemies. Of course this is most usefull in full ap group battles, as your enemies must have a decent defense value to begin with in order for this to be working.

Beware disruption is reduced by barbs, but so is duration off delay.
MINOR tourney or cg duels:
at level 12-13 ranor, mass disruption is only good for knight or other necros, and maybe wiz? but all other factions mass disrupt is real bad because by the time you cast the spell 2 times most of your troops are dead already..... which is pretty useless.... rather go more into eruditions (more attack at first move against high init attack troops, or epert defense stuff)?
I used mass disrupt in the last minor tourney and I made 10 out of 14. I found it usefull even against other factions. In level 12 u have 45 talentpoints, so taking basic defense + vitality + basic erudition leaves you with 14 points.
You have to decide by yourself if you can make something better out of this than basic darkness + dominion of pain. But upgrading basic erudition to advance erudition bring you only 1 statpoint more, which is rather insignificant.

But basicaly it is always usefull to have some mana as nec be it for a raise to protect your bows or a wasp swarm to kill a phantom for sure. By going with my choice of talents you can increase the pressure on the enemy to come to you, as you threaten to significantly reduce his def if he wants to wait you out.

So even without actually using mass disrupt this still poses a threat and thus influences the tactic of you enemy.

Of course I admit it is of little use against barbs. But hey thats life :-)

vs elf
https://www.lordswm.com/warlog.php?warid=493581361&lt=-1
https://www.lordswm.com/warlog.php?warid=493408653&lt=-1

vs de
https://www.lordswm.com/warlog.php?warid=493551741&lt=-1
https://www.lordswm.com/warlog.php?warid=493410586&lt=-1

no good example for demons
problem is that the way for elf, demon, de and barb to win is to attack FAST... you dont want them to come at you so fast.... eg DE shrews. if all units charge, and your skesl and vamps are delayed by dark witches, you can only kill about 30 shrews when the whole army is nearly at you..... same goes for elf- in the minor tourney all the bowmen went first and killed ALL my 287 skels BEFORE they could shoot.... right.... and demon too. their goal is to attack as fast as they can.....
and necro is naturally weak against wiz cause its slow. i won most of my duels, but in reality factions arent balanced against necro for the most part....
well i tend to disagree, I almost always won against wizards when i went on them 1 on 1, I thought it would not be so, but was proved time and time again that wizards fair poorly against necs.

And of course de's have to rush you, as they simply have no decent shooters, but still he has to come to you and that means you will get the first strike. If moral or luck doesn't favour the de to much he has simply no chance at all against necs with their superior ranged attack.

Barbs are out of question, since they have equal to better ranged and melee and since ogre magis can cast chastice they can't be beaten any longer (at least by me)

Demon is always a challenge you might win and you might loose
so wierd how your stats are different from mine. maybe our playing styles are different? cant be.... maybe we faced opponents of a different level.

wiz is hard for me bec, expert socery means the wiz spells much faster than any of my creatures moves. delays and weakness on skels make them useless. DEs are so fast for me, esp when the withces delay my skels and vamps.... i dont get first move because their troops hav emor espeed liz 1 charge all appas or envoys or vamps dead......
funny enough barb was the easiest for me to beat.... even though i went last... i hav eno tg, and my shooters are always last (also why i lose to other necros) but my strategy makes the palying feild more even
well maybe you can post some of your battles against wiz de and barb then we could discuss them here. On a side effect this would keep the thread alive.
calling all necros who have good and better strategy than mine:

https://www.lordswm.com/warlog.php?lt=-1&warid=25443243 against elf
https://www.lordswm.com/warlog.php?lt=-1&warid=25635097 against DE
and this against same DE different setup but still what can i do
https://www.lordswm.com/warlog.php?lt=-1&warid=25589382
OK in your first fight you have been quite unlucky to loose all your bows in the first turn. On the other hand having no level in TG is a serious setback for duels.

Surprisingly you didn't lost to badly and you might have even fared better. From what I've seen you should have positioned you vamps on the first turn on position 5:9 instead of 4:10, then you could have covered them from trees and unis with your 2 appa stacks (2 each), thus opening more fields for vamps to reach bows on their next turn. And since you already lost your bows there was no need to keep the one stack of appas back.

Not sure if that would have brought a win, the luck on first turn was simply to strong, but it would have improved your positon.
What the name of these construction are called ?

http://img197.imageshack.us/i/42362377.jpg/

1 - 4 don't have any text box. It's background.
5 - 8 It's part of construction, I want to know the name of each part.
necro is great in guilds.
which one is better?

+9 attack +7% intiative +2 defence
Or
3 luck

?
This topic is long since last update and considered obsolete for further discussions.
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