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AuthorAll about Necro faction: Stats, Talent, Tactics, Strategy
Regarding defense talents for necros, what is calculated first as far as damage reduction is concerned: player defense THEN talent 10%-20% or 30%? Or is it the other way around? Does it have any significant difference, eg talent works better with higher player defense or no?

Thanks in advance
The dmg is calculated as usual,the value is then reduced by 10%/20% etc. and only melee dmg.You must have avoidance for reducing ranged dmg.
So, if damage is calculated in that order, the less defense points your character has, the more damage defense talents prevent?
ironically,yes I believe.But more def points = less dmg and after reduction even less dmg ;)
Ok, thanks
the less defense points your character has, the more damage defense talents prevent

looks like min or averange AP group battles are very good opportunity to use defense talents
any tips for a level 8? i feel my talents work good for me i try to put my perimeters on knowledge and attack with a might or initiative set it worked well on level 7 but i have not been in a pvp combat since then is this still a good strategy?
To 167

Until level 10 (where you can try magic necro), full might necro is generally used and accepted. If i were you, i would have had 3-4 knowledge and rest points on attack. Too many raises and your creatures become useless hp-wise.
for Lord J3T:

Till u reach lvl 10 never go for raising or darkness spells
go for might and keep 2 knowledge for raising (liches) to block ur skelbow and disruption ray
and in case of talents go for basic defence and vitality
Please someone try and post alt-necros results for the blindfold tournament. And every bone-ressing hero around, do remember:

Necros can outlast everyone in that tournament (if they dont die from white knights or mages)
Necros can outlast everyone in that tournament
or if every other player gangs up on you first...
Any alt-necro have anything to report from blind tourney? How are you faring?
How much cost Skele upr? I want to play Necro, but I Don't want to lose 1 day if I see i don't have resources for upr (because I think skele upr is "must have")
10,000 gold 25 sulphur 25 mercury
Is a might build viable at lvl 6?
The "bad" news is that might is actually the only spec viable till level 10 actually. The "good" news is that by playing might you save money, since magic arts are more expensive i think.
To 176:

2) The Price Per Battle (PPB) of warrior shop artifacts has not changed. The shop price of certain caster artifacts (increasing spell power, knowledge, initiative to lord etc.) is reduced by even more to even out the wrongful difference in warrior and caster shop set PPBs;
I read that, but anyone can testify to that? I mean might and magic cost the same nowadays?
i beg to differ on the might concept i use a few mana (6 perimeters on knowledge)and the the rest on attack i find its still a very useful tactic
ok I switched to might to try it any suggestions on recruitment max skels ghost vamps and liches or max inf zomb ghost vamp and liches or max skels inf zomb vamps and liches?
This topic is long since last update and considered obsolete for further discussions.

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