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AuthorWhat To up For Necromance Parameter..And Talent
What to up...?
Help me PLease
Depends on level.
knowledge get get about 30-40 then start working on atk i think
For basic and faster reply, 3-4 knowledge rest on attack, that's simplifique all future builds, is good for pvp/hunt, so that's the really basic...

Below i'll post three builds, if you don't wanna something with more details just skip.
Basicly necro got 3 good builds for him

Might/Nature/Darkness

* Might (Very good on hunt/MG, good on pvp)

- Stats 01 (2 def for each 1 attack)
- Stats 02 (full attack or mix with attack / def)

My build for might necro is all stats parameter for leveling up on defense, but all mg/erudition on attack, for make a perfect balance bettwen attack/defense...

But you ask why defense?

I gonna talk first about each unit, this is very tecnical.

- Skells Archery 4hp, huge number with 0.5 - 1 dmg out range, that's make they more resistance than offensive unit, so defense works better.

- Zombie, defense too, i don't need say that, lot hp, and low damage.

- Ghost, Well, the ghost works better with attack, because of high damage they got with low hp, but they still got a incorporal ability, so that makes they a bit more resistance, and when upgrade for app, the hp will be so much, so defense will work better with apparitions.

- Vamparire Attac/Def works very well on they, but when they got attacked and retail, and lose less units, they retail gonna be a bit more powerfull, and when they attack some one, will give a better damage and will raise better.. so i think defense a bit better than attack, but both works very well.

- Lich Attack works better, but they got a low number on army...

- Dead covy def/att works very well too, but i prefer def

- Skel dragon Def no doubt.

Ok, that's the units parameter stats for work, now have the talent for faction vision...

Necromancers, don't not have offensive talents, only got defensive, that make each point you put on defense have more value, and the units gonna be alot more strong and survivor, also they are good on defense stats...

* Nature

(Excelent at hunt(10+) good at hunt(10-) razoable at pvp)

You must focus on knowledge, as your main priority, till you reach a confortable mana for yourself, after put everything on attack.

SP also is a good ideia at begin for pvp...

At begin you got punchs, that can kill easy Elven bowmen,magis,1 druid stack, Lizards, succubi, griff/archer etc. etc. etc. It's good at pvp. And will have a powerfull raise too, for you troops, but your gonna have a poor stats might that make your units die very easy...

So have pros and counters on pvp, and after 10+ nature won't wil lbe very good...

* Darkness
(Good for Hunt/MG, Very good for Pvp but need more tactical play)

- Stats It's a hibrid build, you must spend some parameter points on knowledge + SP, to be able for cast mass darkness spells, but don't do more than you really need, because each point makes all the diffence...

I recommend something like 2/2- 3/3 for level 6-7, 3/3 for lv 8-9, 4/4 or 5-5 after 10+ all rest on attack parameter.

Last notes, why i have said to put def at start, and now i'm saying to put on attack?

Because at start you will focus only on might, you will have lot points/talents for spend, so you can make your army more strong than he can be, but when you split parameter points + talents on different ways, that suck a bit of power, and they will need some attack desperately.
For your level you want 4 knowledge.

At level 4 put point in attack.

At level 5 raise knowledge to 5 and from then on Attack all the way. You dont need to worry about specialising until around level 8 and then you will have a good idea of what kind of build you want.
u know all the Necromance status? decaywolf...if like that


up knowlegde 40 mana.then focus what??
This ID I want Up Lvl 8 then Change Dark elves Learn Shrews..
lyssario, for easy hunt and basic pvp put 3-4 knowledge rest attack...

Mhmmm change castle faction it's very expensive, and you must raise a new fsp... So my advice is think before if it's a good idea :)
There's a little example for a might necro power...

Look the battle log -> https://www.lordswm.com/war.php?warid=500752403

3v2, 2 of enemy team was with full ap, and one with min...

I was with semi full ap, my panther with min ap... look the final result and make your own conclusion.
I completely disagree with decaywolf about defense on ghost, apparitions and vampires. Much rather have attack on my vamps to suck more life back into them. Apparitions seems simple that you would want attack over defense. You will use your attack parameter every time you attack and every time you retal. You will only use defense 50% of the time when you are attacked due to miss chance. The other units could go either way. Skele bowman would be more survivable with defense but will do hardly any damage with out attack. Their attack parameter is naturally low and they struggle to damage high defense creatures as it is. They are already very survivable due to massive amounts of them you get to recruit combined with vitality talent.
Geral, try your vampire with def and your vamp with attack... and make the test...

They will survive a bit more with defense, because they will take less casualities on strike, and when they strike will kill more and drain more, making they more "immortal" but like i said vampire is good with both attack/def okay.

App, is much better with def, like ghost is with attack...

Everyone have own option i respect your, but i have test i before, and when i make a guide and post on my own forum i have no doubts about working and effectivity of it.
hey guys actually i was a knight wid upgrades but now i am a necromancer for testing it :P i got 4 knowledge wat should i have spell power/ attack or defense?
For basic necromancer stats, get attack...

If you wanna be a darkness/nature get SP... if you don't wanna be they, no future on getting SP.

___

Man this thread is like a topic for necromancer xD
Decay,
I can see your point on the vamps. I struggle to understand how defense would be better on anything that is incorporeal. I am open to hearing your ideas.....
Devin,
There are a variety of really good builds for the necro. I am constantly tinkering and trying different things. Personally I would put no points in spell power until you can start to cast mass delay. At level 8 it gets even better with more darkness magic options. Even at level 8 and beyond I swap between a might build with some raises and a hybrid that has 2-3 spell power and 5-6 knowledge. I want my spell power to by about 4 after artifacts in battles so my mass darkness spells stick for enough time to get good benifet out of them. I have enjoyed the hybrid build the most especially in group combats. Hopefully this helps a little
def is nice as long as u do not face mage in pvp, play survival or some else...

on low cl like u r badsatan, i would prefer knoledge and raise ghosts all the time
Yup, def is a bit horrible agais't magic factions...

But have a good advantage agains't might facts.

GeraldTarrant, mhmm, My point for choose defense is, units of necromancer works better with defense stats, but it's not mean they are a defensive faction no way!! they are balanced and can be really offensive with defense points.

Other thing is combine defense parameter with defensive talent, second best for necromancer at my opnion, only offensive can be better with fury for skells. But we don't have this option here, so no count.

Talk about creature abillity and stats, looks like don't convice you, so you must try it pick your army as defense stay a bit, do hunts and pvps, and after trade def for offensive, but you must get defensive talent with defense parameter, without it effects won't will be good...

And like i said, must have some balance bettween attack/defense, i prefer boost my defense first, and put attack with my erudition points, stuff and mg. that's will make almost even at high level, but still userfull at begin.

That's my own build for pvp/hunt, not mean everyone will play good with it, because ins't his own build, you cannot copy some one and want get same results, but the ideia is on might, don't leave the necromancer without defense stats, because the units of necromancers, are a bit slow, and make they die very faster...

Vamps for example, with defense if everyone targe they on 3v3, will kill some, but they still gonna survive with a good number, but if only 2 people target a vamp full attack, he sure will die with full stack, and don't matter he gonna do more damage and ress more, because the number of stack will be so low, the defense means damage/offensive too. If you lose less units, you gonna retail/attack more on next turn. and it's on vamp mean you gonna drain more life too.

I think def a bit better for they.
One faster example can be, let's said a DE might with 26 minotaur, attack one full attack vampire, will kill what? 6 - 8 vampires? Ok.

But if same stack of minotaur attack a defensive vampier, will kill what? 3 vampires? maybe 4 with high damage... And when vampire attack back for turn, or maybe retail if he din't take it before attack, will regenerate bit more vamps than the offensive one, because defensive means offensive too.
I can see your point for Vamps... The part I dont understand is for apps. In post 5 you said "and when upgrade for app, the hp will be so much, so defense will work better with apparitions" ........ Your defense will only get used half the time therefore I believe you will get alot more bang for your buck with attack on apps. Maybe I am missing something. I will do some tinkering with it. Good luck.
This topic is long since last update and considered obsolete for further discussions.

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