About the game
News
Sign in
Register
Top Players
Forum
19:37
4719
 online
Authorization required
You are not logged in
   Forums-->General game forum-->

AuthorNecromantic skill and talent distribution
I was wondering what other people considered a good build for necromantic.

Myself, I'm planning to get 6 knowledge and the 50% extra knowledge talent eventually, filling the rest with spellpower. Raise dead is important, so I'll get the nature magic talent with that +2 spellpower for magic punch and raise dead spell.

I plan on continually raising my spellpower until it's even to my knowledge, then getting some more knowledge, possibly using artifacts to get it up some more if needed. Most importantly though, I think infected zombies beat skellie archers most of the time, so I max those out over my archers. Ghosts will stay on my team, though fragile they pack a massive wallet, one of the few things necro's lack (good hitters).

I know some people prefer making Mightnecromancers, using their stats for attack, but If I went that way I'd pick the defense talents and up my defense instead....

Still, what would YOU consider the best build?
I do find those sneaky mass spells very ingratiating. Don't know if they are that strong in hunts, but in teambattles I#m already convinced of their usefulness.
sneaky mass darkness spells are very nice indeed
I don't believe you can get mass spells for necro until level 6 is that correct?
That brings up another question, if you did get mass spell. Curse (-65% max damage) or Delay (-25% initiative)

for what your spell power is turns.
IE: 4 spellpower, 4 turns of endurance
yup, spellpower = turns, so even with spellpower 3 or 4, they are good.

fro mass disruption, spellpower is no issue, and for mass poison, spellpower = damage
This topic is long since last update and considered obsolete for further discussions.

Back to topics list
2008-2024, online games LordsWM