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AuthorNecromancer "builds".
I have heard a few names of Necromancer builds in the forum (Might, poison)... i would like someone knowledgeable in them to give me a short description of what, why and how do they do... stuff. Or a link to a good thread with that, but preferrably not a 20-page long thing where i would have to pick information piece by piece.
Might necro will have aroudn 3 knowledge and the rest in attack.

Poison necro will want at least advanced dark magic, 4-5 knowledge and the rest in SP.

Raising will want max might arts (level10+), 3-4 sp and the rest in knowledge.

This just the way i build them.
and might necro is better
and might necro is easyer
Sounds like a beginning of a discussion. or a flamewar. Care to elaborate?
Might necro is better for hunts, Mercenaries guild, and Thieves guild.
Magic necro is better for pvp.

All there is too it ;) lol
In my humble opinion Might-necro (I prefer to say Necro-Wrestlers) are better only for hunts.

I've done great quests and ambush as a Necro-Caster

To explain someting to you Berserkas, a Necro-Wrestler is a necro with high attack, low knowledge and 0 spell power. a Necro-Caster needs Spell Power for Dark Magic Spells and an higher knowledge, so he has lower attack.

There is at least a 3rd way, I call it Necro-Hybrid. But it's difficult, high experimental and top secret!! ;-)

PS: Berserkas, don't mind about the 3rd way, cause you can play it only after level 10.
Just wanting to add more description:

Might Necro attempts to concentrate on attack by putting a few points in knowledge for tactical raising. The main focus is to attack and kill and do as much damage as posisble so the opponent cannot damage you much. The Vamps, having the drain life, work well and the most important creature usually is the Skeleton Bowmen, since you have a lot of the due to necromancy and thus they can do tons of damage due to numbers.

Magic Necro focuses on casting Mass Poison (Magic Guild II for Poison, Dominion of Pain for Mass Poison). This poisons a 3x3 square worth of creatures. Having a high SP increases that damage and the more talents in Dark Magic increases the duration. Magic Necro also has options in Mass Disruption, Mass Delay, Mass Curse, Mass Confusion and Mass Weakness. Thus they need a high SP and high knowledge to power the spells and are less offensive with their units to make sure they don't die before the spells do their work.
This topic is long since last update and considered obsolete for further discussions.

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