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Heroes Community > Library of Enlightenment > Thread: Heroes 3 Town Rating -NECROPOLIS-
Thread: Heroes 3 Town Rating -NECROPOLIS- [ This thread is 2 pages long: (1) 2 ]
angelito
angelito

Hero of Order
proud father of a princess
posted March 03, 2006 02:32 PM

Heroes 3 Town Rating -NECROPOLIS-

Everyone is invited to share his own opinion about every town in Heroes 3. Try to use these topics as order for your postings:

- Advantages, Disadvantages
- Best creature(s), with explanation why, e.g tactical usefullness
- Worst creature(s), with explanation why, e.g too low stats..
- Special buildings
- Building order (good, too slow....etc..)
- Hero classes (donīt refer these classes ONLY to this specific town, but perhaps they are more usefull with other towns)
- Good / Bad on what kind of maps
- OWN subjective rank in a townranking, from 1st (best) to 9th (worst)

Letīs collect as much opinions as possible, to finally find the best possible "review" of every town.
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fishjie
fishjie


Adventuring Hero
posted March 03, 2006 03:30 PM
Edited by fishjie on 6 Mar 2006

single player here and never played armageddon's blade or random maps.   don't hate plz

necropolis is one of the better towns.   not very far beneath conflux.   #2 overall in my humble opinion.

their vampire lords are awesome.   enemies dont get retal, plus they drain hp away.   with a little bit of care, this means this stack should take 0 losses in battles.   plus, they can fly.  icing on the cake.  

skeletons are awesome as well.  they are an average lvl 1 unit, but the fact that you can get so many makes them dangerous.    demon farming requires complex setup and calculation.   one mis-step and you've screwed yourself out of a bunch of demons.   skeleton farming just requires necromancy, skeleton transformers, necro amplifiers, and maybe diplomacy (to buy low level units to feed to the transformer).  its ridiculously easy to get massive amounts of skellies which is a huge threat.

these two units make necro armies self sustaining.   over time, most armires lose units due to wear over time and tear, but with skellies, they actually grow larger!

the dread knight is a pretty solid level 6 unit as well.      the crit strike happens often enough to cripple enemy stacks.  

liches are also an okay ranged unit.  their ranged attack hits multiple units, and unlike crappy magogs, your own troops are immune to it.   but i usually find they die since you don't get that many per week and they dont have that many hp.   a lightning bolt and they are done.  but they're still a decent ranged unit, much better than the silly zealots anyway.

the immunity to mind influencing spells makes the necro units that much more deadly.   you can't just blind a vampire lord or a stack of skellies, nor can you berserk them.  you have to deal with their threats in direct combat or direct damage spells.   unfortunately, vampire lords and skellies are susceptible to stuff like implosion, because they dont have quite as high hp as higher level units.   however if you slap on an anti magic shell you're good to go.

the cons of necro are:

zombies blow.   they are slow, weak, and their special ability is crap and i'd say they even lose to level 1 units.   waste of money.

wights blow too.

ghost dragons are a relatively weak lvl 7.    their special ability is awesome, but doesn't happen enough.    they are fast, but not fast enough, losing out on initiative to roughly half the other level 7s.  also, 3k for just 200 hp just doesn't cut it.   but, the lowering enemy morale and aging keep them from being totally garbage.  

so yeah i think the pros definitely outweigh the cons.   there is no readily available solution to a massive stack of skellies, add on to the threat of vampire lords (enemy basically has to cast damaging spells and send in multiple stacks to cripple the vampire lords, or else they are self sustaining in battle and will wipe everything out), and you have a deadly double threat.  true, mass slow definitely helps vs undead, but mass dispel, mass haste, anti magic counters.  
also iirc, you can cast counterstrike on vamp lords, which is pretty bad news.    

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angelito
angelito

Hero of Order
proud father of a princess
posted March 06, 2006 06:59 AM

Nice summary so far, but u only gave statements to the first 3 points of the list.
Nothing mentioned about Hero classes, building order, special building and so on.....
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fishjie
fishjie


Adventuring Hero
posted March 06, 2006 07:38 PM bonus applied.
Edited by angelito on 17 Mar 2006

well i am just a single player noob, i'll let the more experienced guys touch that stuff

edit:

anyway since no one else is posting, i figure i'll just add some useful common knowledge, practically trivial, that is good to know:

normally after a battle, your necro will resurrect slain units as regular skeletons.  however, if you have a full army (all available stacks filled) and have one stack of skeleton warriors, your necro will ressurect them as skeleton warriors.    this is pretty handy since skeleton warriors have slightly better stats.

undead cannot be blessed or cursed.  

vampire lords CANT drain hp from undead!!!

undead in army give morale penalty to living (duh).   so a good workaround is the artifact which removes morale bonsues and penalties for both players (i forget what its called).    imo, the optimal necro army would have skellies, vamps, dread knights, and liches, and finding a suitable replacement for zombies (any other level 2 basically), wights, and ghost dragons.

the optimal hero setup would be to have a hero harvester and a might hero.   a harvester is basically a hero with a necromancy specialty.    you go around killing various creature stacks in order to build up a nice stack of skellies.   try not to lose any skellies in the fight; use your zombies and wights as fodder, and let your skellies give the killing blow.  upgrade em to skeleton warriors and give em to your might hero.   he would hopefully have armorer, offense, resistance (to protect from those nasty direct damage spells), and will basically protect your skellie stack and milk it for all its worth.

as for actual hero recommendations, shrug.  

oh and one last thought.   death ripple and death wave are garbage spells.  BUT, in the shadow of death campaign, you can use it to great effect.  sandro can basically waltz around the map with 1 zombie, cast death for every combat, instantly kill the week 1, week 2 stacks, and have a huge army by the time he's through.   so if you're trying to go for a good score, thats how you approach it.  




Edit by angelito

Your first and 2nd post together made a pretty good review for Necropolis. Thx for sharing.

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted March 06, 2006 11:20 PM

Advantages : Mage Guild Level 5, Crazy growth of skeletons, Dangerous creature abilities, Mind spell immunity of creatures (berserk, forgetfulness, hypnotize, blind, sorrow, etc), 3 Flyer.
Disadvantages : only one shooter and hard to build, Weakest level 7.
Best creature : Vampire Lord combined with counterstrike, Dread Knight the best level 6 (or Naga Queen?), Zombie (the RUMOUR says that in very great number of Zombies, their attack doesn't cause Disease, but IMPLOSION instead. (I've never proven it myself)
Worst creature : Compared with other creature in same level, the worst maybe Wraith and Ghost Dragon.
Special buildings : Skeleton Transformer and Necromancy Amplifier make Skeleton's growth CRAZIER! The Cover of Darkness manipulates enemy's eye.
Building order : not hard coz the building doesn't cost too much on one kind of resource, and price of level 7 dwelling is reasonable.
Hero classes : Very unique coz only them that have Necromancy Skill.
Good : Large map. Coz we need lot time to build the shooter. So it is better to avoid other Player first. Good on archipelago maps too. It has shipyard.
Bad : Small map as I've explained above.

TOWN RANGKING :
1. Dungeon
2. Necropolis
3. Castle
4. Rampart
5. Conflux
6. Inferno
7. Tower
8. Fortress
9. Stronghold
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csarmi
csarmi


Supreme Hero
gets back
posted March 07, 2006 04:05 AM

"this is pretty handy since skeleton warriors have slightly better stats."

Yes and if you force it to recruit skeleton warriors, you only get 2/3rd of what you would. Serious disadvantage.

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grendal
grendal


Adventuring Hero
posted March 07, 2006 11:44 AM

Quote:
"this is pretty handy since skeleton warriors have slightly better stats."

Yes and if you force it to recruit skeleton warriors, you only get 2/3rd of what you would. Serious disadvantage.


Nice post!  I always made sure all slots were filled so that i would get upgraded skels after the fight.   I guess i was just hurting myself doing that   This is good to know
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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted March 07, 2006 01:51 PM
Edited by Russ on 7 Mar 2006

As in my Tower's post, advantages/disadvantages are split into different subcathegories. Read all of them before claiming that I missed something.
Advantages
1) SKELETONS. 1000, 2000, sometimes even 3000 skeletons will kill just about anything, especially if they are on Galthran.
2) ANIMATE DEAD. A spell that is equal to resurrection in power, BUT it is level 3 spell, it costs less, it only requires basic wisdom to be learned, it doesn't require earth magic to work and unlike resurrection in other towns, Necropolis' mage guild will have it really really often. If you have 2 Necro towns, the chance to not find animate dead in both of their mage guilds are close to 0.
3) Strong level 4-6 units.
4) All advantages of undead units (mind spell immunity, no curse, no bad morale, etc).

Disadvantages
1) Weak level 1-3 units make Necro very vulnerable early on.
2) Lack of shooters, especially early on.
3) All disadvantages of undead units (no bless, no good morale, etc).

creatures
1) Skeletons - an average but expensive level 1 unit (if you buy them from the town) with good damage range (1-3). Their strength comes in numbers.
2) ZombieZ - the most useless unit in the game. But they are DA BOMB when you need fodder. AI likes them because of their high HP and low defense. If you are very rich, you can hire them and transform them to skeletons.
3) Wraiths - quite useless on your main hero. 2 mana per turn doesn't really hurt your enemy. If you are rich, you can build and upgrade them because they are the best units to have on scouts. 3-5 wraiths on a scout will destroy just about any other scout and 7 of them can be used to weaken your enemy's main hero before the main fight. Repeat as many times as you want and you may end up fighting the enemy with no mana .
4) Vampire Lords - the best unit in the game because of their 2 specials. Animate Dead + a decent number of VLs are unstoppable. Those are good to have on your main hero for fighting hordes of shooters and hard creeps like dragons with no losses. They can also be used for taking topes with no losses on week 3 (just put them in the corner on round 1, it is a good idea to have expert/avdanced shield, stone skin and animate dead if you decide to try that. Also - bring zome ZombieZ or other fodder to prevent all 4 dragon stacks from hitting your VLs on round 1.)
5) Liches - an awesome shooter. Start using them once you upgrade them to Power Liches (the upgrade is cheap, yet extremely useful.) I usually use them on a 2-nd skeleton collector to fight slow non-living creeps like golems or undead)
6) Death/Dread Knights - a great army for your 3-rd collector.
7) Bone/Ghost Dragons - it was a joke to call them level 7. Bones dragons are weaker than Naga Queens (level 6)! Ghost's special is nice though. If my opponent has a powerful powerstack, I make 2 x 1 ghost stacks and put the rest of them in the 3-rd stack. That way you can soak the retal and maximize your chances of aging. There is nothing like aging a stack of 15 AAs or 50 wyverns

Special buildings
1) Necro Amplifier - Every amplifier ADDS 10% bonus to your necromancy skill. So, if your necro lets you raise 30% as skeletons, you'll get 40% with one amplifier. A must have. If you don't think you'll be able to afford bone dragons on week 1, build the amplifier on day 1 or 2.
2) Skeleton transformer - allows you to transform creatures into skeletons 1:1. Dragons, behemoths and hydras will be transformed into bone dragons, so you can make quite a powerstack if you get external non-necro level 7 dwells or level 7 armies pandoras. A must have - transform all level 1 and 2-s from secondary towns and secondary heroes. Also can be used to transform DA ZOMBIEZ if you are rich.
3) Cover of darkness - be careful with it. If you build it too early, it will let your opponent know where you are. But if he knows that already, it helps a lot and is a must if you can afford it (it isn't very expensive, anyways).
4) 1-st aid tent from the blacksmith? Eww!

Building order
No surprises here. Mage guild, then all dwells up to death knights, then castle. Build bone dragons if you have zombies prebuilt. If you don't think you'll be able to afford bone dragons on week 1, build necro amplifier on day 1 or 2. If you didn't build the amplifier on week 1, build it ASAP on week 2. VLs should be upgraded ASAP as well.

Hero classes
Non-Necro heroes are quite useless for Necro unless diplo is allowed, but hey! who doesn't need diplo? . Necro heroes like Isra or Vidomina can be used to collect skeletons for the other towns to get a skeleton powerstack (if you don't mind the bad morale).
Death Knights is a very decent class. They start with a spellbook and they get good skills. Necromancers is an ok mage class, but just like any other magic class in this game, they shouldn't be used as mains.
Galthran - Absolutely the best. Extra speed and up to +5 or +6 stats for skeletons is quite helpful later on. Early on extra numbers and extra speed on your skeletons helps you overcome Necro's slow start. He also starts with armorer. Galthran can even compete with the other towns on small maps.
Isra - Necromancy specialist.
Tamika - Looks very cute
There are other good Necro heroes, but I don't want to turn this into an essay.

Good / Bad on what kind of maps
Good on large maps.
Bad on small maps.

OWN subjective rank in a townranking, from 1st (best) to 9th (worst)
Strength - 1 or 2 (Flux is a close match).
Fun - 2 (only Tower is more fun to play with).

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fishjie
fishjie


Adventuring Hero
posted March 07, 2006 02:09 PM

Quote:
"this is pretty handy since skeleton warriors have slightly better stats."

Yes and if you force it to recruit skeleton warriors, you only get 2/3rd of what you would. Serious disadvantage.


whoa!  i did not know that!   thx for the heads up!

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted March 07, 2006 02:35 PM
Edited by Xarfax111 on 11 Mar 2006

Everyone is invited to share his own opinion about every town in Heroes 3. Try to use these topics as order for your postings:

- Advantages

You can gain zounds of skeletons, you can turn dragons and hydras into ghost dragons, Vampire Lords no retaliation plus blood drain can clean the map, Power Liches are nice shooters with a nice special, only basic wisdom needed for instant animate dead.

Disadvantages

Very slow starting armie vulnerable to shooters, low progress in the beginning, without skel hoarding lost due to crappy lvl1-3 and a fragile Lvl7.

- Best creature(s), with explanation why, e.g tactical usefullness

Tons of skels ..nough said.
Vampire Lords no retal and blood drain ...nough said.
Power Liches hard shooter plus nice special.
Dread Knight hard hitters with nice duration.

- Worst creature(s), with explanation why, e.g too low stats..

Ghost Dragons are too fragile. Special doesnt work often.
Zombies slow useless.

- Special buildings

Skeletontransformer is very good for skel  hoarding and to get another power stack if dragons or hydras are available.

Cover of Darkness can be annoying to opponent, on the other hand the opponent does know where exactly opponents town is.

- Building order (good, too slow....etc..)

Building order gives a complete line up. Only Vamp building can be hard to built if sulfur is not available.

- Hero classes (donīt refer these classes ONLY to this specific town, but perhaps they are more usefull with other towns)

Death Knights do get nice primary and secondary skills. But with no usefull specials and one or two lost starting skills i wouldnt take them as main. Additional to this they can sacrifice arts. For me its a 5 out of 10, i never take them as main.

Galthran is to mention here as he doubles attack and defense points of skels on lvl20. Only take him if he can get enough experience on the map and when you really have hordes of skeletons.

Necromancer do get average primary and secondary skills. With 2 given starting skill they dont develop fast enough. Cant sacrifice arts. Its 4 or 5 out of 10, dont take them as main.

Isra and Vidomina are specialists in necromancy, so take them for skelhoarding especially the buildings. Dont take them as main, they would be to slow.

Best Heroes for Necro (in this direction): Neela, Hack and Gundula).

- Good / Bad on what kind of maps

Almost unbeatable on randoms and long lasting fixed maps.

- OWN subjective rank in a townranking, from 1st (best) to 9th (worst)

Necro is place 1 or 2 with Conflux, depending on the map.


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morgan_le_fey
morgan_le_fey


Famous Hero
posted March 11, 2006 01:44 AM

ok one to 10 on necro units

1. skeletons 10 cause you get craploads of em with necromancy
2. walking dead 1 the worst unit in homm3..turn them into skellies mebbe?
3. wights  2 yet another sucky unit
4. vampire lords 9 2 excellent specials awesome in final fight and clearing map
5. liches 5 not many hps...they die fast
6. death knights best 9 6th level hps damage  good special
7 bone dragons 2 medicore speed weak so so special low hps

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NecroLord
NecroLord

Tavern Dweller
The Chosen One
posted March 11, 2006 01:36 PM
Edited by NecroLord on 28 Apr 2006

NECROPOLIS [the best town for me, which i most love it or...why i left Castle ]

>Advantages:
This race is based on creatures which actually are not alive.This is one of the advantages which includes all the magics for live units.Other things is that they are the only one that can be reborn in large numbers with their special magic called - "Animate Dead"[en masse], [i don't think that archangel is good example because he is very, very restricted than the magic of reviving], and contine be alive after a battle.The units are brilliant in their skills like causing deseases, absorb mana, self-healing, no enemy relations, draining life and self-healing/self-reviving[THE BEST ONE- skill of vampire lord], cursing + death blow and aging the enemy.[ more concreteness further down ].This army use all weaknesses of the enemy like their own advantage: the best example is rising the dead bodies from the enemy's army and transform them into skeletons/skeleton warriors.Some of the creatures are hardy[good defended] against ranged attacks like skeletons[<- my opinion].They have massive magic against all live units[like "Death Ripple"], the most powerful magic against single unit is their special at 5th level in their mage guild - "Implosion" and special building- "Necromancy Amplifier" which give additional power to the necromancers in their magics.
This race is not expensive for developing, can make fast attacks, or slow but with great magic power with many skills under the influence of some necromancer.[If i forget some advantage please replay me and i will write for it]

>Disadvantages:
Yes...very powerful but they have...,
the basic disadvantage is that it has massive magic [only 1] which is used only for their destruction - this is the Castle's magic "Destroy Undead", but if the magician is not very powerful, this magic is not so useful, and still more powerful than "Death Ripple" magic.Other disadvantage is that in battle some of the basic units are too slow against the enemy.The army of undead is not developed in range attacks[only for units, not magics], they have only 1 type of ranged unit but not some special bonuses.They haven't some special racial resistance against other's attacks, or type of attack.The Castle race have bonuses against them like the Inferno's army.Weaker in the begining of developing than in the late period of developing..[If i forget some disadvantage please replay me and i will write for it]

>Best creature(s):
The best creature is the upgraded vampire - the Vampire Lord, which is the most skillful and very good movable/mobile which is not expensive but can use good so many bonuses if the player have enough knowledge to do it, that this unit can "immortal" against live unit.I mean [for the bonuses] 1st - attack and defence skill, basicly skill "Armorer" and "Offense", some life upgrades[artifacts, specials etc], etc.
After the vampire(s) is the upgraded black knight - the Dread Knight which is more powerful than the other knight - the Champion and very talented - he can curse the enemy[20% chance] and make him(them) death blow[the knight makes double damage].This knight can use more bonuses too[more like the vampire].
And the 3rd one is the upgraded skeleton - the Skeleton Warrior which is not so attractive in some skills[except the good defending against ranged attack] or some specifications than their production and bonuses which can make them - lot and destructive.1st - Every hero from Necropolis have necromancy which adds skeletons/skeleton warriors after every win.If this is special ability of the hero and he has life upgrades and - [see the vampire part] this creatures can be "machine for destruction", other plus is the Necropolis' building - "Skeleton Transformer" which can be used in destroying foreign units[usualy with bad moral for undead] and transforming into skeletons.

>Worst creature(s)
Unusual for all who don't play very much with Necropolis, the worst creature is the upgraded/non-upgraded - the Ghost Dragon which is enough talanted but too weak for 7th level creature.It can be destroyed very easy without some bonuses.
And 2nd worst unit is the upgraded walking dead/non-upgraded - the Zombie which is the one of the slowest units in the game which is very bad for all the army.It is weak and can't reply to the faster enemy's attacks.

>Building order
-fast and cheap deveoping of buildings

>Hero classes
...After playing so many years my perfect specification of classes is like this:
The most powerful heroes in the game basicly are those who reseave and use best for themself the bonuses which can get, develope and learn.

-> from 1 to 15 lvl heroes fighters[non-mages, casters] => The most powerful heroes to level 15 are these which are  specializated in "Armorer" or "Archery"[ranged attacks].
From the 1st one "Armorer" there are several heroes which are elementalist, beastmaster, ranger etc.The other classes are not so massive, so they don't use so many bonuses or don't use them well at all.

-> from 15 to X+[the levels after that]lvl heroes mages[non-fighters, rangers, scouts, elementalists, alchemists] => The most powerful heroes after level 15 are the mages who are specializated in "Sorcery" and only them[except some of mages specializated in 5th level spells].These heroes are the biggest power in heroes because after developing their kinds of magic [air, earth, fire, water] and the "Expert Sorcery" plus their power points[need to be 2x than the spell points minimum], the inflicted damage will be doubled[minimum but more than level 15, depends on power points] in the same time the special skill "Sorcery" will be up to 95%-100% - this means that the magics will be doubled again which means great power non-depending of the enemy's skill of "Resistance" and natural resistance, or mostly of the phisical defense[mean skill "Armory"] of the units.

For Necropolis the most powerful hero that's why is Sandro[for me the most powerful in the game ] which is exactly the same skill class ["Sorcery"]and he lead[precede] all of the same skill class with his "Necromancy" skill plus his additional 10% add to it[the structure "Necromancy Amplifier" see higher up], the least advantage is that he can revive his army very well and the biggest is that every magic in his hands [4th-5th level] can be dealdy from the first turn of the battle.He can finish the battle without any damages in the army.
The other power in this town pronounced in phisical power is the hero Vokial, the Vampire Lord who can additionally upgrade the vampires/vampire lords, plus the mentioned bonuses[see higher up] making them "Gods".

>Good/Bad in different maps
On principle they aren't some differences but in the smallest maps sometimes the Necromancers can be the weaker one from the enemy.

>OWN subjective rank in a townranking, from 1st (best) to 9th (worst)
1st- Necropolis [here can be Conflux, depending on what kind of developing is chosen by the player - mage or fighter]
2nd- Conflux [here can be Necropolis,  depending on what kind of developing is chosen by the player]
3rd- Rampart [here can be Castle, depending on what kind of developing is chosen by the player- ranger, mage]
4th- Castle [here can be Rampart, depending on what kind of developing is chosen by the player]
5th- Dungeon
6th- Inferno [here can be Tower, depending on what kind of developing is chosen by the player- mage, fighter]
7th- Tower [here can be Tower, depending on what kind of developing is chosen by the player- mage, fighter]
8th- Stronghold [here can be Fortress, depending on what kind of developing is chosen by the player- mage, fighter]
9th- Fortess [here can be Stronghold, depending on what kind of developing is chosen by the player]

In this ranking there are some  details[particulars] in the clutches[parentheses] which depend not so much from the race as from the player.BUT basically, this ranking no need to be changed.It correspond to reality!

End
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Skeleton
Skeleton


Hired Hero
posted March 11, 2006 02:15 PM
Edited by Skeleton on 11 Mar 2006

I agree on nearly all things necro lord, but the most useless unit has to be the walking dead, then the bone dragon. It's very nice to use vampire lords as the main force. But i use the skeletons as my main as well as i use my vampire lords as my 2nd main.

Sandro? Later yes, but i find isra and Galthran more usefull.

And what do you do when someone has am artifact that limits you partially or complety in magic.

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NecroLord
NecroLord

Tavern Dweller
The Chosen One
posted March 11, 2006 02:55 PM
Edited by NecroLord on 11 Mar 2006

Quote:
I agree on nearly all things necro lord, but the most useless unit has to be the walking dead, then the bone dragon. It's very nice to use vampire lords as the main force. But i use the skeletons as my main as well as i use my vampire lords as my 2nd main.

Sandro? Later yes, but i find isra and Galthran more usefull.

And what do you do when someone has am artifact that limits you partially or complety in magic.

With the walking dead, yes you're maybe right, but Sandro is the best - believe me i play with him more than the time with all the town Castle[Castle-my 1st 2 years of playing] so he is the best mage at all.And 1st we talk for heroes which are developed from level 15 and upward, I don't argue if Sandro is been defeated in his lower levels.Other thing is that the skill class with "Sorcery", is the best mage class, no one give so powerful bonus for so many magics.Oh, that robe...mm yes.., but if you
relie the only way of surviving is that robe you will lose too many battles before find it,...[remember this useful joke ], no then no one will play with mage developing magics, so it's rarity to find exactly this artifact.But don't forget i can make with my lovely one[Sadro] "Lightning Bolt"[some of lower lvl magics] with up to 700-800 hit points, so the "Sorcery" is greath thing, don't you think ?
For the vampires...your strategy is good too, but if your opponent is.., let say Conflux town, then we can use them perfect, but in case the enemy is live unit based the vampire lord Vokial is better for developing than other classes fighters.
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Skeleton
Skeleton


Hired Hero
posted March 11, 2006 03:34 PM
Edited by Skeleton on 11 Mar 2006

Yes i know what you mean, Sandro is good.

But i don't mean one artifact, there are more:

Recanters cloak, orb of... what was it again? Fighting on cursed ground. Fighting against Torgrhim or someonels who's resisting spells. I choose Sandro a lot too. But when i encounter to those darn magic resisters i have a problem.

And i know that the artifacts i name arn't around on every map ofton. But resistance is there a lot. When i fight both ai and human, i encounter Magic resistance a lot.

Sorcery is for magic heroes a very good secondairy skill.

But i don''t want to fight against an armageddon player. Zydar the magic hero for inferno is very good, also speciality sorcery, for that matter. IMO Zydar+Arma and efreet is one of the best things.

But i agree on sorcery, very usefull indeed.

Question: How many skelies do you have at the end of, say month 1? Cause around that time yu surely will engage your enemy. And i would like to hear your build order.


Developing Vokial when fighting against lifing towns like Rampart can help. Sometimes i pick him, but i prefer the others i mentioned.

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NecroLord
NecroLord

Tavern Dweller
The Chosen One
posted March 11, 2006 05:00 PM
Edited by NecroLord on 12 Mar 2006

For the artifacts, cursed land etc...absolutely agree, for the resistance - NOT.If you talk about the skill "Resistance"...hah..you can't say me that [again repeat level 15 and upward on] it can save you from more than[the minimum in 15-16 level] 100% added with the "Sorcery" specialization plus the expert skill...., just the "Resistance" will decrease only 15% of all, which means:
lvl 15 - thereabout 100% + "Expert Sorcery" skill 15% = 115%
...and what...-it will remove only the "Expert Sorcey" skill bonus which means 15% - left 100%
CONCLUSION: this skill is absolutely useless against "Sorcery" specialist.It will be useful only with "Resistance" specialist class hero.

=>"Sorcery is for magic heroes a very good secondairy skill"
=>Replay: Yes, but i repeat again - I TALK FOR "Sorcery" specialist class heroes, other mages are weaker and it doesn't matter is the "Sorcery" skill is in 1st, 2nd, 7th or 8th place for them!

=>"But i don''t want to fight against an armageddon player. Zydar the magic hero for inferno is very good, also speciality sorcery, for that matter. IMO Zydar+Arma and efreet is one of the best things"
=>Replay: First, Zydar is not an armageddon player! He is "Sorcery" specialist class hero and one of the most powerful heroes in the game after level 15 like Sandro but not take so more bonuses than Sandro[see why in my big post for Necropolis].The armageddon player who you envisage not exist.
For the Vokial,...well this is your opinion but i think that he receive most bonuses and use them best.If you don't belive me, just try to play more with him and you will understand my opinion.
=>"Question: How many skelies do you have at the end of, say month 1? Cause around that time yu surely will engage your enemy. And i would like to hear your build order"
=>Replay: About your question...well if you mean Skeletons, i can have from throng to thousands - depends on the conditions - map, land/underground, difficulty, not much from resources and of course the enemy.
My "build order" like you said[except sometimes without S type of map] i always aim to make my Capital[basically I play 200% of difficulty], because without it after the 2nd week I will haven't enough to grow in army or in developing at all.If i play with mage i aim to build my 3rd level of "Mage Guild"[for 2-3 week]and "Mausoleum"[Liches] to make some ranged attack used good for mages in low level.With fighter i aim to build "Graves"[Skeleton Warriors] and mostly "Upgraded Estate"[Vampire Lords] this army is enough to the 4th week before make it bigger and powerful, in this time the most important thing like the mage is to level up and visiting skill structures for adding more attack, defense or power, knowledge[to begining of 4th week].After that my "build order" depends on many factors, conditions and i can't say surely.

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FireSpirit
FireSpirit


Famous Hero
posted March 11, 2006 05:38 PM

Resistance doesn't directly decrease damage from spells. It gives the creatures the chance of completely ignoring the damage from them. When a high level Thorgrim comes into play with all three resistance arties, it would be unwise for the opponent to rely on offensive magic or curses too much . That's a bit bad for our Sandro.
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Lich_King
Lich_King


Honorable
Supreme Hero
posted March 13, 2006 08:14 AM

Quote:
) Necro Amplifier - Every amplifier ADDS 10% bonus to your necromancy skill. So, if your necro lets you raise 30% as skeletons, you'll get 40% with one amplifier. A must have. If you don't think you'll be able to afford bone dragons on week 1, build the amplifier on day 1 or 2.


Though this come from a complete Heores 3 n00b, I still wannna clear this out.

Is that really 40%, not 33 % ?

I thought that it adds 10% from your necromancy skill, not 10% to your necromancy skill, so with 1 it would be 33% (assuming you have Expert necro) and with 2 you get 36% ?
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portos
portos

Tavern Dweller
posted March 13, 2006 09:02 AM



Aaah, the Necropolis...
Let's see now...

Advantages:
-The necromancy skill itself is a great advantage - with expert necromancy, a few artefacts (like "the amulet of undertaker") you can raise hundreds of skeletons into your armies, and if one likes necromancy it is as fun as it gets. If you conquer more necro towns during game, the amplifier buildings also contribute a lot. But, to raise more skeletons, one must attack all possible creatures he/she encounters, which sometimes takes a lot of time and can make a game a bit boring if you are not that enthusiastic for necromancy.
-It has mage guild level 5
-With expert earth magic, "Animate dead" spell can reduce your losses practically to zero (if played carefully).

disadvantages:
-bad on small maps (because of slow development and terrible lvl 2 and lvl 3 units)
-creatures are immune to morale
-weak level 7 unit

Best creatures:
-The greatest and most useful unit (though expensive) are definitelly Dread knights. They have great stats, and their "double damage" ability can make the opponent's life miserable.
-Vampire lords are also awesome, considering their "life draining" ability and speed.
-Liches are acceptable shooters and their death cloud can be extremely useful if you use one unit stack (ex. bone dragones) to drag several opponent's units in the vicinity. You would, of course, have to make sure that "the bait" doesn't suffer much damage (use shield, stone skin, and, if necessary, animate dead)
-Skeletons are an average lvl 1 unit, but irreplacable considering the above mentioned.

Worst creatures:
- The walking dead/zombies are by far the worst unit in the world of Heroes3. They are
painfully slow and they rarely even engage in battle if a hero has strong magic and many faster creatures like ghost dragons and vampire lords which end battle quickly. They are practically useless.
- Wights/Wraiths are faster and can drain enemy hero's mana, but they are far too fragile when compared to some other level 3 creatures.
- Bone and Ghost dragons are suprisingly weak lvl 7 creatures, they just die too quickly, even when carried by a hero with strong stats...

Special buildings:
-The necromancy amplifier - fine addition to necromancy skill.
-Skeleton transformer - very useful, especially if you can find external level 1 dwellings in the vicinity of the town. The most useful external dwellings for this purpose are definitely those which provide peasants and pixies - they can provide a whole bunch of additional free skeletons for you weekly.
-Cover of darkness - very useful, since it confuses the enemy on the map.

Building order:
Acceptable

Hero classes:
Both necromancer and death knight are fine hero classes. I prefer to use necromancers as
main heroes, usually Isra or Vidomina (I use main hero to harvest skeletons as well - don't like the idea of using a weaker hero and "training" him specially for that purpose).
Don't mind them being slow - I tend to learn town portal and dimension door in each game. And, of course, one slot is always reserved for logistics.
-Nimbus is the worst necro hero (eagle eye is the most useless skill in the game)


Personal Necropolis ranking - 1 (since I always play XL random maps with underground and no water content)

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Skeleton
Skeleton


Hired Hero
posted March 13, 2006 10:09 AM

No Lich King,

A hero with expert necromancy is able to raise 30%. With the necro. amp. It increases by 10%. So that's 40%.


Angelito wrote a thread about this, and that's how i know.

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