About the game
News
Sign in
Register
Top Players
Forum
5:09
1058
 online
Authorization required
You are not logged in
   Forums-->General game forum-->

Necromancer faction topic


1|2|3|4|5|6|7|8|9|10|11|>|>>

AuthorNecromancer faction topic
moonhunter: at level 5 no point to go for magic as magic punch isnt that good spell. just keep knowledge at 4-5, sp probably 1 (nothing better than cloak of spirits so why not use it). dont rush into enemy lines to avoid folks stepping on your dead ghosts or vamps and just keep shooting. if they shoot you first you can always wait with skeles, raise em and keep shooting :)
@Moonhunter as said above I suggest you to take the "raise" build it works fine up to lvl 7 (included). Theefore you need about 5 kowledge and 1 sp (gain 1 statpoint from basic erudition). Hope that helps.
hey ranor why is that 1 sp neccessary btw?
I only lost 10 battles from when I started until I reached level 6 as necro.

The best setup I found was:

- 5 knowledge points and all the rest in attack.
- Use Basic nature magic talent.
- Wear cape of spirits for harder battles.

Always use all your skeletons (and try and raise at end of battle it able). There is no point in saving them as you will get plenty more and should not need to buy any if you dont waste them by doing impossible MQs. I hade over 1000 in my reserve when I reached level 6!

Skeletons are disposable though - use them to take retal, to block ranged units from firing or just to get in the way of other enemy stacks movement.
@vitzyas

it is the start for gaining more sp and usefull for increased duration of slow or curse spells. Nec is good enough in lvl 5-7 to make other valid options but i used this one and it served me well.
2: ressurection build, 5 knowledge, rest to attack
3: education -> attack
4: no sp needed until 8 lvl
What about zombie? At lvl 7 I have 4 zombie, shall I recruit em or just leave em to give more room for strategic placement?
As far as i remember i used one for protection of bows. In addition single ghosts can do very well.
I've been thinking about this for a while now, and have come to wonder...

Necromancers in essence, are the slowest, lowest initiative race and keep coming back with raise dead. in addition to defensive skills in their talent tree they seem to have a lot of meat on their bones *pun intended*

I'm wondering, if a DEFENSE necromancer would have any chance of success compared to all those might loving necromancers. Sure, it'd be crappy in assists, but I wonder if it'd be a good longterm investment for a necromancer in comparison. Especially when the always retaliate talent becomes available for a necromancer...

Has anyone had any experience with this?
To 29:

The DEFENCE necromancer IS the MIGHT necromancer-built.

Defence + vitality talent a must and all skill points on attack.


Btw do not rely on raise at high levels.
i once saw a necro named hedge_wizard who had very high attack and def but only 1 raise at lvl 7? but she won all battles how come?
@ 30:
I think you may misunderstand. My point is putting the skill points in defense instead of attack. thus making a DEFENSE necromancer instead of a MIGHT one.
i wonder,why vitality is a must for might build?
2 hp is not much...

perhaps advanced defence can be better?...
Well I guess that 2 hp is great for skelebow. In large numbers +2 hp is really great. Only problem is that you can't rise as much units as you could before vitality.
for DrMr:

At level 10 and 11, you dont focus on raising anymore, more like in keeping enemies away from your Skeleton Bowmen and their phantom.
just someone tell me why!

why vitality is a must for might build?
To 36:

i am level 9 and i have 122 skelets, 71 zomb, 4 ghosts, 6 lithes = 203 units

If i go raise built, i take nature + dominion and erudition,
I will have somethign like 7 st, 2 de, 0 sp , 4 kn
Therefore i can raise 748 hp max (BUT you are susceptible to mana drain)

If I go might built, i take defence + vitality,
I will have somethign like 7 st, 2 de, 0 sp , 2 kn
Therefore my troops have an extra (203*2)= 406hp

So lets summarise: What would you take?

Option 1: Being able to raise an EXTRA (748-406)= 342 hp

OR Option 2: having 10% melee defence and 4 disrupting rays (-12 defence on an enemy unit).

Now do the above calculations at level 10 to 14.
You will notice something about raising.
To make it more obvious:

With vitality
122 skelets, 71 zomb, 4 ghosts, 6 lithes = 3433 hp

With defence = 'somwhat' 0.1*3433 = able to withstand extra 343 damage comapred to rasie-built?

In the end what are the REAL advantagges of rasie built?


I know one: able to rasie a unit to hit with max number... as opposed to slowing dying might built necro troops
for Atheros:

If I take Vitality at my level with this army.

256 Skeletal Bowmen, 39 Apparitions, 17 Vampires Counts, 4 Liches and 3 Death Envoys

I have a total of 319 units

319*2 = 638 more health then a normal build.

Thus having a way better attack with those stats.

17 Attack
3 Defense
0 Spell Power
3 Knowledge

With 3 Knowledge I can even increase more my firepower by Phantom Summoning a second stack of Skeletal Bowmen. Leaving me with 1 Raise that I use to defend my bowmen. And being drained doesnt kill much my build.
for #36
because of bad talent wheel.the only talent for increase damage is erution then add atk.yes no luck talent and no offense talent.and you only need basic erution.being a might necro you should give up magic talnet,then you only can choose defend talent.
This topic is long since last update and considered obsolete for further discussions.
1|2|3|4|5|6|7|8|9|10|11|>|>>
Back to topics list
2008-2024, online games LordsWM