Author | Talent |
What is the best for lvl 7 necro? |
? |
Magic:
darkness + mass delay + spirit
Might:
nature + raise
That's what I did so up to ur tactics |
For Might, shouldn't it be Basic Def + Basic Nature
Or Basic Nature+ Dom of Life |
Im doing eru + spirit seems to work best for me :) |
It depends on your favourite.
I prefer nature+dominion of life. |
eru + intellect is good if you only need to raise some ghosts for blocking while skeleton bowmen are shooting |
Same for me,
nature+dominion of life is still my choice for lv 7. |
try dominion of life |
I always use nature n dom o life, but if i try to use dark n mass delay. How many knowl n sp i need to make it work well? |
To 10:
Bear in mind, magic necro relies heavily on ur teammates to win.
Otherwise a magic built for lvl7 is:
A minimum of 2 sp, 3 is prefered
min 4 knowledge
3 turns of delay is enough to turn the tides for your team to win. This built also prepares you for mass poisoner built at level 8.
Also magic users uses a LOT of money compared to might and becomes less useful at high levels. so up to you. LOL who raises his army at high level? Who mass poison their enemy when they can destroy u in 2 turns, Who cares about curses when they can be resisted / immune by a lot of opponents, and who cares about the relatively puny effect of curses when there is no enchantment to improve potency of curses (as opposed to chaos magic).
I was a magic - might hybrid, now at lvl9 might > magic for soloing. and much cheaper too... |
Ok thanks, I'll go might.
I can conclude that this game is totally imba between might n magic. Being magic mean being a great Loser. |
12 you are wrong
in 3v3, i would like to have a good magic user with me, just that I dont want to be THE magic user since it costs a lot, cant solo anything (even some pve stuff like ambush), and on top of that, you get the LEAST xp/reward if you win. lol
Once lvl 4 and 5 maguc are introduced (hopefully within this decade), then maybe then can magic necro be useful at high levels |