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AuthorNecromancer faction: Stats, Talents, Tactics, Strategy
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https://www.lordswm.com/warlog.php?lt=-1&warid=28769335


Ok in that battle ,my wasps at expert level did not work on hobgoblins after a while,Why is that so?


i always assumed expert wasps always work ,no matter the enemy creatures.
all seemed fine to me, wasp push's enemies back on their individual ininitiative-lap, but you can never push them farther than back to zero. Therefore if a unit just had it's turn (no ini accumulated yet) it has little effect if you knock them back. So sometimes it's better to wait if heroes turn happens to be right after enemies turn.
Ranor, the things were so different while i was fighting creatures like demons/incend, swords/guards. my wasp on their one stack did not give them turn at all the whole battle,while my skellies ripped them apart.So you mean to say this thing has anything to do with their basic slower initiative,compared to hobgoblin?

isn't there any probability or criteria to know that wasp won't work after a certain turn or after certain intervals?Therefore if a unit just had it's turn (no ini accumulated yet) how to know this? i mean it's not visible right?


thnx.
it has all to do with ini, demon/incen and swords/guards are slow (initiative 7-8) creatures, so your hero (ini 10) usually gets his turn just before them. So at this moment they have probably 80% accumulated ini (on their lap see the thread about explanation how ini works). Now if your hero applies wasp swarm on expert level he sets them back by 0.6 e.g -60% (absolute) of their accumulated ini, leaving them with only 20% accumulated ini. Since your hero gains ini faster than they do (10 to 8 or 7) he gets his turn (finnishes his lap) before they do and can thus set them back again.

Compared to hobs who also have ini 10 you have the problem that they move just before you hero, now when your hero gets his turn they have accumulated almost nothing yet, so if you push them back but can't exceed 0 (start of their lap) then they will gain their new turn just before hero again, so they have lost almost nothing.

You can estimate how much accumulated ini a unit has concerning on when it's last turn happened to be. Another possibility is to hover your mouse over the wait symbol to see if you would get your turn before the unit (then they can't have much accumulated ini right now).

cheers
What talents/recruitment should i use for ST?
@126
basic nature+domination of life till you have infested zombie,you can change to might.
I am level 6, B. Nature and dom. of life cost 18 points,I have only 15...
should cost 16, but none the less take basic erudition + spirit link (does not work on vamps in ST)
i have 2 questions about necro before lv 8 (having lich):

1, how to battle demon since their spawns drain your mana leaving you no mana to raise? i even have problem battling spawns in hunt.

2, how can a necro fight other factions which have high morale and damage like elf and knight? talent defense doesnt work well.
@130 - hard...

necro is big time looser on lvl 7 since ghosts low HP and low count of vamps...
lvl up on merc guild is best advice...

try basic dark + mass poison (effective on units with high ini like demon, elf or dark elf) or mass delay in PVP, 3 SP and at least 50 mana should be enough...
I used basic nature + dominion of life with 7 knowledge and 1 sp giving you a decent magic punch of 50 dmg and a great raise of 221 hp (8 vamps or 28 ghosts or 55 bows). It's a long time ago, but if I remember correctly I fared quited well in pvp.
I prefer 6 Knowledge + 4 - 5 SP

Talents: Darkness + mind (level 7)

You have 4 - 5 turns aeo delay spell...

Ps: I recomend this build for pvp, also is good to pve

Or Full might with only 3 - 4 Know and all left on Atkk (level 7)

Talents: Nature + dominion of life. GL

Ps: I recomend only to pve

_________________________

131 Posion is avaliable only after lvl 8. Also need dominion of pain to be good.
And waste alot of mana power.
I mean mana points... But also need alot of SP, to do some dmg..

So need both Know and SP...

I think 7 Know + 4 SP is ok to pvp without arts...

With arts hmm... 10 Know 6 - 7 SP.
it seems rather optimistic to get 6 or 7 knowledge while at the same time to have 4 to 5 spellpower and this without arts in level 7. I'd say to get 8 statpoints without arts and talents is the limit for level 7 (7 form level 1 from MG lvl 2)
For posion build u need a lot more sp than 6-7 sp
Ranor..

MG?

My necro have 6 know and 5 SP without arts, at MG lv 3 only... (level 8)
Need be level 8+ to be posion build obvious.

Atheros, i agree. :)
If your level 8 necromancer has 6 knowledge and 5 spellpower = 11 statpoints without arts, then you obviously got 1 statpoint from beeing at MG lvl 3 then you got another 8 statpoints from your character level and I would suspect that you use basic erudition to gain another 2 statpoints. But if you want to go for nature or darkness build in low levels, then you can't afford the erudition talent and therfore you would have to do without such high stats.
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Can anyone debate which talents and equipment is the best at lvl 10 necromancer with full arts at the commander guild?
This topic is long since last update and considered obsolete for further discussions.

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