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AuthorParameters for necromancers
What parameters should I get for my necro? I upgraded knowledge when I got to lvl2 but now I'm not so sure that that was a good idea, as not only does raise dead lower the health of the stack, but it takes AGES for it to recharge. Is it worth it buying the oblivion potion, and putting points in attack and defence, or should I keep it as it is?
You are doing right, increase knowledge till lvl 5
Potion is too expensive, it's cheaper to rent an estate. I would select attack also.
Thanks for the advice.

However
1. What does estate do?
2. Should I increase spell power?
3. How long does it take to fully recharge mana?
4. Why level 5?
look as you can see ive been a necro from lvl 1 and if you check my combat log
my parameters worked very well.
increase mana until lvl 3, then go for attack in lvl 4 and get + another mana point in lvl 5.
and please post your necro doubts in general game forum
1. What does estate do?

Faster regeneration of mana and health. I would advise you to find another solution, it will be expensive on the long run (you can rent a room, or buy one for yoursef, but it's only for high level players, as it is extremly expensive).

2. Should I increase spell power?

As necromancer with raise, you should only increase attack or knowledge. Spellpower will make you raise more troops, but the difference will be very small.

3. How long does it take to fully recharge mana?

15 min for health, 30 min for mana. However, you will immediately recover 75% of your mana after a fight against neutrals (hunts,...). So, basically, mana recovery is only longer than health regeneration after PvP fights.
and please post your necro doubts in general game forum

Asking here is not against the rules, unlike in GGF. However, asking in necro topic in GGF, is the best way to have necro-related replies.

https://www.lordswm.com/forum_messages.php?tid=1907506
Thanks for the help.

Why not increase defence, seeing as though my guys are defence 2?
its useless for you 4 now
Thanks for the help.

Why not increase defence, seeing as though my guys are defence 2?


Yw. Attack is better than defense for you: as you have noticed, your units loose HP each time you raise them (20% HP). So, they get easier to kill each time you raise them, but they still deal as much damage. At some point, they might even die in one hit. But you don't care. What you want is them to deal damage. Not to survive. So, go for attack.

What's more, you will get ghosts very soon. Since there is 50% prob. that the ennemy misses his attack on them, attack will be better for them: the ennemy might miss his attack, but you will always hit. They will work very well with raising.
Well the answer is a bit longer...

So will resume max i can.


For might build get knoledge till level 3 and put all on attack after it, also points from ereduction put on defense to combine with defense talent.

In future you can buy a potion of oblivion and put ALL on attack, but get atlast a level 7 first, it's gonna help on your run for levels.

For nature build get 4 knowledge and put atlast 3 on SP and get talents basic nature + dominions of life, and you can raise full stacks and use powerfull punchs on enemeys...

But when you reach level 9+ you must buy a potion of oblivion and keep with 3 knowledge and 2 SP rest on attack

For darkness build, put 4 knowledge, and 3 SP rest on attack power.
Thanks for the advice, it has helped a lot. I will probably go darkness build for all the hexes, although could I still upgrade raise dead as that seems like a good spell to keep.
You don't upgrade spells in themselves. You can get stronger spells through 2 means: SP; that increases durability of darkness spells, and you will raise a bit more / deal more dmg with magic punch, etc (see: https://www.lordswm.com/help.php?section=31)

The other way will only be available from lvl 5 and upward (you will get access to dark spells at that level too), and is talents. In short, that make spells stronger, and sometmes give them special effects. For exemple, you can get aera of effect spells for darkness spells. That is, if you pick magic talents.

However, I don't think you can be successfull on early levels with darkness build. Later on, yes, you could.
I agree with slust, you can try Darkness on level 6 but ins't much strong.

Only start to be powerfull on level 10+

But you can try early.
Well the answer is a bit longer...

So will resume max i can.


For might build get knoledge till level 3 and put all on attack after it, also points from ereduction put on defense to combine with defense talent.

In future you can buy a potion of oblivion and put ALL on attack, but get atlast a level 7 first, it's gonna help on your run for levels.

For nature build get 4 knowledge and put atlast 3 on SP and get talents basic nature + dominions of life, and you can raise full stacks and use powerfull punchs on enemeys...

But when you reach level 9+ you must buy a potion of oblivion and keep with 3 knowledge and 2 SP rest on attack

For darkness build, put 4 knowledge, and 3 SP rest on attack power.


kimerales, sp is USELESS in necros. you havent got the experience cos you are a demon
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