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necromancers low hit points a reason for losing battel


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Authornecromancers low hit points a reason for losing battel
I accept the versatility and usefulness of darkness magic at high level, but at level 5 to really 10, I just don't think you have access to the artifacts or primary skill points to make a useful hybrid build.
i think defense should require less talent point
what we raise will be killed again due to opponent's good morale
but necro has no morale
well magic build don't work in min. ap matches untill lvl 10.

some take darkness build coz they are uncomfortable with the low ini. of troops.
but i think u can invest in might build once vamp counts come. c.vamps and appa become a deadly combo. thr full power can only be witnessed in might build provided they can also raise themselves.

ofcourse i too feel that hybrid build in this stage can be really effective. like having 30 mana and darkness talents so to cast disruption rays, summon phantoms and other usefull spells. but investing on basic def wheel is not a bad option either......
Yeah thats true, at min ap its never gonna work, but at level 8+ you can do it with min ap, with ereduction + darkness...

This is optinal, and you should have at last MG level 2 or 4.

But if you got full ap, at level 8 you can put nature + darkness... Beast combo
82 if defense cost less, everyone will choce necromancer and no one else will play with anouther faction, only necro, necro and necro.
Nature + darkness?

i don't think nature is a good option in higher lvl. u cannot raise creature with high hp. formula for raising in expert nature is 180+[23*spell power].
even if necro have 7 spell they can raise 340 hp. about 10 vampires. and for lich and the others even worse.

well u can invest in darkness though but definitely not nature.
i don't think nature is a good option in higher lvl.

nah... you miss another nature spells, wasp. of course, i m not talking on the dmg deal by wasp. i m more concern on the knock back effect.

you see, combo of wasp + delay + sorcery mastery can be very dangerous. target initiative was cut down become slower; additional wasp to knock it back to keep its turn come even slower; sorcery mastery allow your turn come faster, hence you can cast more wasp to knock them hard.

i just wonder why are those players (those crazy might zealot) just ignore magic built and the bonus effect of spells? :\
nature wasp for perma-stun on certain delayed enemy units...
nah... you miss another nature spells, wasp. of course, i m not talking on the dmg deal by wasp. i m more concern on the knock back effect.

i agree

wasp is really usefull one big slow stacks(like 2000 guardian) if used with nature talent

it saves u from dying
https://www.lordswm.com/warlog.php?warid=494675073
vanguard of knight {31}
really awesome battle guin...very good example for #87
https://www.lordswm.com/warlog.php?warid=494675073
vanguard of knight {31}



exactly what i want to say:)
anis, after you use your mass spells, with a nice SP, you have nothing more to do with your hero, you got only two things revive, and do wasp or magic punch agains necro, both increvese with nature, but you don't gonna choce nature because increvese the damage and raise, you gonna choice because you gonna waste only 50% your turn to do that. I really think is a waste, need wait 1 turn to do a simple raise, you can double your power raise with that, 2x more fast and some bonus on health raised. Or perma stun like they say.

At level 8 you have two good ways to go.
Is nature + Darkness or Defense + Darkness, i prefer nature.
I really think is a waste, need wait 1 turn to do a simple raise, you can double your power raise with that, 2x more fast and some bonus on health raised. Or perma stun like they say.

Wrong
Dominion of Life doesnt give the Hero, the possibility to play faster after Nature Spells. It only increases the effect of both Magic Punch and Raise.
Who talk about dominion of life? I say only nature on basic.
nature mastery wont increase your hero ATB after cast any nature spells.

it was the sorcery mastery which can do that with basic/adv/expert on bonus 0.1/0.2/0.3 ATB.

mass holy or dark spells do the same trick but it is 0.5
I don't know that, After i get Darkness talent, my darkness skills cost only half turn.

And about Sorcery, it say, don't work with mass spells. Only at single.

Well dunno, at the Heroes of might and magic, nature decrevese the turn cost. To do anything. I gonna check after i reach 8.
After i get Darkness talent, my darkness skills cost only half turn.

perhaps i have understand problem but not you.... ROFL

And about Sorcery, it say, don't work with mass spells. Only at single.

correct, did i said it work on mass spells?
Have no problem here, you say nature don't reduce delay to cast spell, but should reduce.

it was the sorcery mastery which can do that with basic/adv/expert on bonus 0.1/0.2/0.3 ATB.

mass holy or dark spells do the same trick but it is 0.5


You use socery and mass spell at same setence, so i undertand that.
What Dan & Pang meant above is that Dominion of Life doesnt have any ATB bonus, unlike all other Dominions.

In this post:
I really think is a waste, need wait 1 turn to do a simple raise, you can double your power raise with that, 2x more fast and some bonus on health raised. Or perma stun like they say.

Wrong
Dominion of Life doesnt give the Hero, the possibility to play faster after Nature Spells. It only increases the effect of both Magic Punch and Raise.


@Shaocan:
Pls improve your grammar, I'm having a lot of trouble understanding what you're saying. From what I understand is, you're just blindly saying "+1 magic", "Only noobs dont take magic". Actually, a bit of magic helps in pvp and pve, but pure might is mostly better in hunts. Pure magic totally fails at pve, unless its an unknown case I've never heard before.
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