Author | Necromancer Faction : Stats,Talents,Tactics,Strategy |
In level 5
Best Talent is Basic Erudition.
and Focus on knowledge about 4-5 is OK for this level.
At that level it useless to focus on spell power. |
Im enjoying Phantom for merc guild quests and hunts. How effective is it for PVP? Im curious if more attack and different talents are superior in PVP. Im guessing phantom im PVP has alot to do with when you cast the phantom and if you get lucky with miss chances. Any experience with this??? Thoughts??? Suggestions??? |
depends on the faction your are facing and the turn order of heroes, against de and other necs this might help but generally phantoms are to easy to get rid of, due to elemental spells of creatures or heroes or ranged attacks by small stacks. |
#22:
depends on the faction your are facing and the turn order of heroes.
It is most useful against other necros, knights and barbs (just be careful of combat school level 2). Mostly its effectiveness depends largely on luck with miss chances.
But against other factions, they can more easily dispose of your phantoms.
Wiz and DE can counter with hero spells, so turn order of heroes is critical here.
Elf has druids to cast lightning. But if you can summon phantom just after the druid's turn (assuming no morale burst), then the phantom might get a turn before its killed.
Demon has cave demons from level 11 onwards... so it might still be useful at your level. Beware of cerbs speed and polycephaly, and the many gated stacks. |
dont forget demon have misstress that can do ricorocket you |
spawns drain mana -> demon hero cast spikes or something.
Phantoms are rarely any good in PvP |
That is exactly the type of insight I was hoping to receive. I have not dont PVP yet since I reached lvl 10. Ill try it and take all this advice into account. Ultimately I may be going back to a darkness magic hybrid. |
Phantoms can be very useful in PvP, Though they rarely get to attack unless you are very lucky BUT opponent has to use a move to kill them. e.g. if Wizard hero is killing your phantoms it is one round when they are not killing one of your other stacks (unless area spell).
They can also be used to block the path for an enemy to attack one of your main stacks.
It all depends on the situation, what other option you have to use your heroes turn for and of course luck. |
Is it better to have more defense or attack in a gb? |
I liked having more knowledge when i was your level. Attack vs defense is debatable in GB. I still like attack better because I think it is better in a number of other scenarios besides GB. |
Hi)
I will change to Necro tomorrow and I read somewhere that
there are 3 types of Necro: The Magic, Hybryd and Might ones.
Can someone explain what is a Hybryd Necro and the parameters
I should have for each type?
(Im level 10) |
hybrid is usually for higher levels, it refers to a build where you are mostly might, but use some statpoints to gain access to some magic
For instance a might player could choose to get some knowledge and then use basic darkness + dominion of pain to cast mass disrupt on his enemies while using his other talent points for vitality
This is different to someone going all out nature for casting elements or all out darkness with all talent points in darkness to increase the effect of the spells. You just choose to invest a small part so to speak.
In order for this to work you need lots of talent points, therefore this works best with higher levels. |
Gyver level 13 Necro MAX AP
Pure might: Expert erudition + Vitality
ALL stats on attack = 26 attack
Composite bow + Obsidian helmet
Note: 1 knowledge = potentially 2 disrupt rays = -6 def on one unit
Pure Magic: why bother...
Hybrid 1: Expert Darkness + dominion of mind + Vitality
+3 kn, rest in attack
Sorcerer's cape + warlock crown
5 Kn = mass confusion + delay with 3 sp
Hybrid 2: Expert Darkness + dominion of pain + Vitality
+3 kn, rest in attack
Composite bow + Obsidian helmet
4 kn = potentially 4 mass disrupt rays
I like hybrid versatility but (disappointingly) I am finding pure might generally better (in Minor tournie + CG, opponent unknown). Why?
Pure might vs hybrid 1 = 9 extra attack (AND range units 15% more damage) and potentially 15 extra attack (2 disrupt rays) for might. Hybrid 1 magic situational vs might effective against most situations = pure might wins.
Pure might vs hybrid 2 = 9 extra attack on first round (AND range units 15% more damage) for might, no attack difference at end of second round (2 mass disrupt rays = minus 10 defence after magic resist). After 3 rounds, potentially + 10 attacks for hybrid. Mass disrupt only 4x4 area = not ALL units being disrupted (missing the total of -20 defence)... and you think this matters after 3 rounds? MOST duels are won within 3 rounds = pure might wins again... |
error:
Pure might vs hybrid 2... range units do NOT do 15% more damage. |
for Gyver:
That all makes alot of sense. I just have tons of fun playing with darkness. I guess I will keep switching back and forth and tinkering just to keep things interesting. Darkness is especially fun in Mixed tourney. |
good for mixed tourney, but only if you are the low level on your side. The support build should never be the high level player, this one has to be a damage dealer. |
just to keep the thread alive
The mass disrupt build as introduced by Gyver does -6x4=-24 after already 2 rounds of casting since the hero can always cast with double initiative if he uses mass spells only.
Against pure might builds this is advantageous at least form my estimation |
But isn't necro very weak at lvl 14 and onwards as it only gets skeletal dragons which are quite weak at lvl 14 :(
damage 15 - 30 at lvl 14 is surely quite weak right?
and could u show me some links for my arrangement of troops in lvl 3, 4, 5 and 6?
Thx a lot in advance |
Talents and stats for ST? |
for Naishu123456789:
skeletal dragons have twice amount compare with other factions.(however it is still the lowest damage output among all tier7 creatures.) |