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AuthorNecromancers faction topic
but then i'll have only 1 spell power and my spells last for only 1 turn
In most cases you will delay them only once or twice during a hunt, so it should be enough.

And in team-group batttles with a cape of spirit + wizards hat it is awesome.
could someone give me some advice?
anyone?
what advice?
I hv bcm lvl 5 and I don't hv skltn archrs..............so tyhe casters and range attackers are killing my army swiftly...........help me
SOUVIK, save your money and upgrade the skeleton archers, they are very useful!
I have a question...if you have two (or more) dead troops on one square, is it possible to choose which one you want to revive?
In my experiance, the more hp, the priority to be raised.

but if the square has 2 or more of the same type, such as 1 ghost and then 14 ghost, you will raise 1 ghost first and 14 ghost later.
I have a little... grumbling and loving to be done.

Firstly, the grumbling.

Undead suck.

No, I don't mean the faction is bad, I mean individual units are collectively a little less awesome than the other units from comparable tiers. They all have relatively low initiative, low speed, mediocre damage at best, and usually low hp too.

That's painful. The worst is in hunts. Where you simply can't dish out a lot of damage, and assisting and asking for assists usually ends up in you receiving less exp than the other (not always, but in general)

The thing I really really miss with undead is a quick, high initiative unit. Wolf riders and rocs, Gryphons, sprites and forest keepers, unicorns, gargoyles (they're fast and durable, which compensates their relative low initiative, with miniarts their initiative is higher too),Genies, Wolfhounds/cerberi spawns and hell horses.

Our closest thing is vampires.

However, we get to last. A long time. It's great to be able to keep getting your vampires/skeleton archers/zombies into the fight.

Furthermore, we can slow others down with delay, and make their damage a lot less with curse. These 2 spells, especially delay, are priceless, and almost as useful as raise dead. Still it's a patch to a wound at best, because mana is not endless, while initiative stays. Sure, with spellpower the spells last longer.

Necromancers to me, are an odd faction. When in group battles, you either get to be last to die (or win) or you're the first to go as people mob up on you.

Still...I love necromancers. They're tactical, they're fun to play...they're just so slow and they lack a solid punch... (not talking about magic punch either).

I would give an arm and a leg to get a unit as high in initiative and speed as
a wolfhound. But, in general... I love the dead, simply because they can take a beating like no other faction can.
What are you complaining about ? Once you have like 20+ vampires you can upgrade them and they can teleport, They get a major boost to there damage 7-11 there hitpoints are increased to 35 and there speed increaed to 7

Also Necros are arguably the best ranged class in the high levels, You will have over 300 skel bows and 5+ linches, Ive seen linches hit 3 targets at once.

Also you will have apprations which have there hitpoints increased to 19, and they can steal mana and regenerate themselves.

Infected zombies reduce enemy's attack by 4 points every time they hit.

Also you will have death envoy's, basically just big melee damage with a scyth.
Darth? have you done your research at all?

Firstly, we don't get any upgrades yet, and by the time we get 20+ vampires, other factions probably have a lot of (if not more) similar tier creatures.

Best ranged class? I disagree here. Elves and knights both have better ranged units. Crossbows and monks and druids and elf bowmen are both better at ranged than the skeleton bowman, especially against higher defense creatures.

All you have to do is look at how big the stacks of top hunter lists are and you'll find that most undead creatures get the biggest stacks beaten compared to others, or trail the list somewhere down below.

Death envoys pale in comparison to the other tier units (cave demons excepted)

Statwise Necromancers get less bang for their buck. That's because we can raise the creatures. But the simple fact (and it IS a fact) that the average statline of the undead is lower than that of the living.
which magic build is better, darkness or nature?
http://www.heroeswm.com/warlog.php?warid=472290267

oh man, I totally got pwned in that battle. Any ideas how I could have won?
Boby: I'd go nature mostly. raising and punching is great. and delay and curse works (ok) with no talents. Later darkness is needed too. In group mass delay can be a gamewinner though. Depends on if you pvm or pvp more.

Beehivian: get singlestack skeletons to take retals.
This fraction is very difficult for Knights .... especially Ghosts, and Vampires
Death Envoys are easy, apparititions are easy too .... zombies and skeletal bowmen are easy too .. but Ghosts (sometimes i hate them) ....

best regards,

Randhy
use escort to defeat ghost
sometimes very useful
Can somebody tell me the poison damage with spellpower?
38

http://www.heroeswm.com/help.php?section=31

and scroll down
But I would like to ask , why do apparitions deal less maximum damage than ghosts ? Furthermore , not only is the maximum damage of apparitions reduced , but stats stay the same . Other tier 3 troops from other factions have increased hp , increased health as well as increased stats . Could someone please explain why apparitions only get their health increased , whereas their damage and stats were decreased and remained stagnant respectively .

Ghosts :
http://www.heroeswm.com/army_info.php?name=ghost
Apparitions :
http://www.heroeswm.com/army_info.php?name=spectre

Below are the stats from tier 3 units of other factions .

DEMONS
Wolfhounds : http://www.heroeswm.com/army_info.php?name=hellhound
Cerberi : http://www.heroeswm.com/army_info.php?name=cerberus

ELVES
Elven bowmen : http://www.heroeswm.com/army_info.php?name=elf
Grandmaster bowmen : http://www.heroeswm.com/army_info.php?name=masterhunter

DARK ELVES
Minotaurs : http://www.heroeswm.com/army_info.php?name=minotaur
M. soldiers : http://www.heroeswm.com/army_info.php?name=minotaurguard

KNIGHTS
Swordsmen : http://www.heroeswm.com/army_info.php?name=footman
Guardians : http://www.heroeswm.com/army_info.php?name=squire

BARBARIANS
Orcs : http://www.heroeswm.com/army_info.php?name=orc
Orc chiefs : http://www.heroeswm.com/army_info.php?name=orcchief

WIZARDS
Golem : http://www.heroeswm.com/army_info.php?name=iron_golem
Modern golem : http://www.heroeswm.com/army_info.php?name=steelgolem

I think that it is unfair that necromancers aren't getting their money and time spent's worth with apparitions . When compared with grandmaster bowmen and orc chiefs , who have their stats increased by more than 4 points in total , I believe it is unfair that apparitions remain the way they are . IMO , the stats of an apparition should be :

Attack : 6
Defence : 6
Damage : 4-8 or 5-8
HP : 19
Speed : 5
Initiative : 10

Abilities like the usual . IMO though , apparitions should be able to teleport once in a battle , because like their imaginary real-life counterparts , are able to appear out of thin air . However , I think the abilities of the apparition is OK as they are , only the stats need some fixing .
This topic is long since last update and considered obsolete for further discussions.

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