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AuthorAll about Necro faction: Stats, Talent, Tactics, Strategy
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If I was a Level 10 Unholy Necro, which unit should I prioritize when casting Summon Phantom during hunts?
Hmmm, as UN ALWAYS Phantom Vampires at all levels I'd say. And of course also their upgrade (Dreadlords).

This goes for both Hunts and PvPs.

They have the best Ini, Speed and effects (No Retal/Sleep, depending whether normal Vampire or Dreadlord), and their Damage is similar to that of Envoys and Poltergeists.
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Do we get exp and skill if vampires we kill will revive ?
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So lately I have been experimenting with unholy necromancers talents dominion of undeath and dominion of life to see what kind of influence they really have.

The raise dead formula is 180+23*Spell power on expert nature magic.
And we have it's faction skill Master animator: Amount of HP raised increased by [10*FSL]%

I did not choose the dominion talents to see their differences but played with expert nature for raise dead spells max benefit.
I have necromancer faction 10, so the faction skill amount of HP raised is [10*10]%= 100%.
I played with spellpower 2, so the raise death spell should be: 180+23*2= 226 HP.
With the faction skill this should make it increase by 100% and that would be 226x2=452 HP, but sadly this was not the case, I only raised 408 HP. So the formula of raise dead is incorrect.

Then I turned on the talent Dominion of life which sais that raise death spell get enhanced, the lord's spellpower for those spells is increased by 4, so basically it means your spellpower gets 4 more points. So playing with spellpower 2 makes this go up to 6 when casting raise dead spell. According to the raise dead formula this should be 180+23*6= 318 HP and with my faction skill increase of 100% this should become 318x2= 636 HP. Again this is not the case, I only raised 576 HP. Without that talent it was 408 HP, so the talent added 576-408= 164 HP including the 100% faction skill increase.

After I also turned on the talent of dominion of undeath which increases efficiency of raise dead spell, but it doesn't say by how much. This time I raised 688 HP.

Then I played it with zero spellpower but with both the dominion talents, I raised 592 HP.

I'm going to experiment some more, but it is clear that the formula of raise dead is incorrect. Does anyone know the real formula of it?
For undead, you have a 20% penalty for raising.

So if you have 500 hp to raise from base value, SP and talents, you will only raise for 400 hp

The undead talents decreases the penalty:
The HP penalty (20% for undead, 40% for living creatures) of using "Raise dead" reduced by [5*FSL]% of its value;

For FSL 10 you have 50% decrease of this penalty.

408/452 = 90.2%
576/636 = 90.5%

Seems about right to me
I thought the 20% and 40% HP penalty that you are talking about is the decrease of maximum HP a creature has. For example a unit which normally has 40 HP, after being raised every unit of it now has 32 HP if it is undead and 24 HP if it was living.
In my case it gets 50% less reduction on that, so instead of going from 40 HP to 32 HP, it goes to 36 HP instead, so my deduction is 10% on a creatures max HP.
It doesn't say anywhere that this also factors in the raising HP, is there a clear guide for this?
I raise barely more than 1 giant with master nature (175 HP per creature and raised HP is 180 without SP, while after HP reduction, HP is 105), so I take it that indeed, the amount of raised creatures takes into account full HP, while the effective final HP is, in my case, reduced by 40%, so I'm effectively raising 180*0.6 = 108 HP
Does a UN luck build work well? I know a few other builds have morale builds, just wondering if similar works for UN.
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#671 I'd say no, not at all.

I have tried all the possible Builds at CL 12-13 and the only one good at your level is the one with the Nature Talents + Concealed Knowledge, OR Nature Talents + Basic Luck (Which makes you have a total of 2 Luck in Min Ap with an Amulet of Luck).
7 Knowledge and the rest into Attack is fine at CL 12 I guess.

This is because the enemy can just sit and shoot you down if you dont get the Revive Build.
Think that the most annoying thing UN has is that they never die as long as you are able to Raise your Stacks (Since the enemy can sit on them).

Having all the Luck Talents involves not getting the Nature ones at your CL, so you cant Raise properly, but you can still get Natures + Basic Luck if you wish as I said, and that works just fine.

Just my opinion tho.

PS: UN are underrated for PvP.
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decided it would be fun to tinker with a fire wall build just to mix things up. Did a watchers guild battle and thought I had lost so started casting earthquake just to experiment with it and then ended winning w 3*.

https://www.lordswm.com/war.php?warid=742673889
I've been away from this game quite a long time, and played a lot of DE lately, necro used to be my favourite, I was just wondering, how's necro for mostly PVE battles lately? How's unholy (wasn't available yet when I left)? Is it any good at level 9? Also just how does Dominion of undeath improve the raise dead spell?
The toughest and closest battle I've ever fought happens to be as a necro. After this battle I have concluded I do not like Necromancers and striked them off as one faction I won't ever be playing as my main (I do hope it doesn't become ironic in the future xD ):

https://www.lordswm.com/war.php?lt=-1&warid=743411246

Weak. With tribals I nailed it)))
677# Necro is decent for Hunts with 2 Stacks of Skeles (Phantom), way better than Tribals guys or Dwarves, but not as good as DEs or Elves.

And for PvP I'd say they are quite resilient in both classes.

You should try UN (Unholy Nec) after CL 10 or 12, thats where their power spike begins, nothing more annoying than a UN with 100-150 Mana in Min Ap in PvP.
UN are underrated in PvP IMHO, but no point in playing them before CL 10-12 I'd say.
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This topic is long since last update and considered obsolete for further discussions.

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