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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Duels: Necromancers
Thread: Heroes 5 Duels: Necromancers This thread is 2 pages long: 1 2 · NEXT»
Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted April 20, 2006 01:30 AM
Edited by alcibiades at 22:09, 10 Nov 2007.

Heroes 5 Duels: Necromancers

Discuss the duel tactics for Necromancers in Heroes of Might and Magic 5 Demo and final game.

Info at AOH: Duel Hero Comparison Table - click portraits to read more about each hero.

Duel Thread Group: Demon Lords | Knights | Necromancers | Warlocks | Rangers | Wizards | HoF Runemages | TotE Barbarians

My review of Deirdre:

Strengths:

Spell power of 13, excellent proficiency with curses.
Puppet Master spell enables you to control the most powerful enemy creature - absolutely deadly against Klaus and his Paladins.
Has artifacts that decrease enemy morale and negate enemy magic resistance.
Expert defence.
A sizeable stack of 15 Spectral Dragons.
60 Vampire Lords that can turn the tides of battle in your favour unless the enemy destroys them with a mighty blow early on.
60 Spectres make a good blocking fodder, especially when powerful attacks against them miss.
Wraiths' Harm Touch is useful against Arch Devils and Archangels - kill 1 unit, dispel blessings, no retaliation.

Weaknesses:

Severe lack of mana with mana-intensive spells. In current demo version the special ability "Spirit Link" which is meant to recover mana does not function! This severely tips the balance, especially against Inferno's imps who steal virtually all of your mana before you can cast a spell.
Low attack.
Vampire Lords can easily be taken out with one of the first attacks.
Weak ranged attackers.
No powerful destructive magic spells.

Tips:

Due to an artifact, Ossir has no range penalties for his shooters, so there is no point in holding back and not attacking. You must charge to block his shooters.
Puppet Master on Paladins!
Try to preserve the Vampire Lords until the end of the battle when all enemy stacks are weak and superb use can be made of the life drain ability.
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Silverhawk5504
Silverhawk5504


Hired Hero
The Forsaken One
posted April 20, 2006 07:48 PM

Awesome advice...

I really had not thought about controlling the paladins but that is a fantastic idea.  The problem is that they usually move first and so are able to take out a stack before you're able to activate it...but that just means that you get a full charge bonus when you run the opposite way and attack Haven troops.

I've also read that the Dragon is supposed to have some swoop attack where when he flies down to attack whoever you designated, he inevitably hits other units (like firebreath) but I've not noticed that.

Also, i agree with the lack of mana on that character.  Dark magic spells are quite powerful and I believe that when you're playing Necrons, you greatest asset will be the length of time which you can stay in battle.  By raising dead relatively cheaply, you'll be bringing back a good portion of units which will probably die.

Also, I've noticed if you read the detail about all the heroes for the different factions that Necropolis has the best skill sets ... meaning most useful skill combinations from the start.  

Dark spells seem to be quite potent especially when considering the stronger ones like Decay and Puppet Master.  Also, because the Necro caster will probably go after the other hero, he'll be able to negate something like Mass Divine strength with Mass weakness and Mass haste with Mass Slow.

I enjoy the backup that the hero provides more then relying on the hero in say the Tower or Dungeon to inflict massive direct damage.

The strategy should be to weaken the oponent from the get-go by dropping Decay or Banshee's howl.  Then follow up with Mass weakness or Mass vulnerbility so that your units actually do something.  After that it should be all out Raise dead until you're dry with maybe a sprinkling of Puppet master if you can afford the mana.  Definitely consider that spell for Paladin-like situations where a large stack is about to take a bite out of you.

Necron units still need to be improved before the game is released but I think that overall, it won't be too terribly to play campaigns and scenarios although multiplayer, it might not be the most popular castle.
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~Dima

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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted April 20, 2006 08:19 PM

about the mana don't forget the skill that gives you the chance to gain mana every time the stack linked with the hero is damaged... I used this skill in the most poweful enemy unit... I can have almost unlimited mana from this skill and with cursing spells of this hero can make a nice battle...
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Dig Out Your Soul

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Silverhawk5504
Silverhawk5504


Hired Hero
The Forsaken One
posted April 20, 2006 08:29 PM

Valid point...

I can't help but agree with that and hope that it proves to be successful.  

I know that the spell was glitched in duel mode and didn't work but I was hoping that I could try it out.  Especially on something like the vampire or Spec dragon which won't die easily.  With unlimited mana you could do many things.

Especially considering how long you could keep the game going by raising dead.  I'm now convinced that Necromancers along with Tower heroes will be the most potent spellcasters.  

Therefore it is imperative that a Neco hero have extremely high spellpower if not knowledge.  Also he'd need to build a solid defense because with the slowness of Necro creatures, they need to stay alive long enough to be able to move and attack.

I'm already visualizing some great things that I could do ... Muahahaha

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~Dima

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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted April 20, 2006 10:03 PM
Edited by Lord_Crusader on 20 Apr 2006

I think is better linking with an enemy unit... specially if this is cursed with decay, this will give some spell points every turn for sure:

Vs heaven linking the paladins with hero
Vs dungeon linking the ravagers with hero
Vs Sylvan linking the unicorns o with the trends with hero
Vs inferno linking with the nightmares with hero
Vs Tower linking with the rakashas with hero

Lol I forget the name of the ability hand of the necromancer or something is called...

or with your own units the vampires and the dragons are the ones who will stay in combat for more time... and with the spellpoints gained you can resurrect them and still in battle for a long time until the decay do his work....

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Dig Out Your Soul

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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted April 21, 2006 02:05 AM

Mark of the Necromancer doesn't work, dammit!

Game nicely say that I gained so and so mana after each hit, but she doesn't actually get it. Bug to make necro even more pathetic in duels.
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LordRiton
LordRiton


Known Hero
posted April 21, 2006 11:36 AM

Quote:
about the mana don't forget the skill that gives you the chance to gain mana every time the stack linked with the hero is damaged... I used this skill in the most poweful enemy unit... I can have almost unlimited mana from this skill and with cursing spells of this hero can make a nice battle...


omg !!...

Is that why i tought (and most people think so too ) that the Mark of the necromancer spell isnt working ?   we have to put it on an ennemy stack ?  and NOT on a necro stack ??  




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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted April 21, 2006 05:49 PM

LOL you can put on any unit... I usually used in enemy stack... and certainly didn't recover the mana points that saids... but believe still working... at least recovering 1 or 2 spell points each time... and this few spell points will help you to have a longer battle
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Dig Out Your Soul

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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted April 21, 2006 05:57 PM

It says 'Deidre gained so and so mana', but she actually doesn't get it. So, not working. :-p
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Lich_King
Lich_King


Honorable
Supreme Hero
posted April 21, 2006 06:30 PM

I second that I had 2 fights as being Necro versus Necro, each time they used Mark of the Necromaner bettlelog told that mana was gained, when looking upon hero's pool, it has no change, besdies readme clearly states that the mark is not working
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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted April 21, 2006 07:20 PM

but I did it Vs sylvan using the mark of the necromancer in the druids.... maybe this works only with units with mana?? how knows :s, But it really give me 1 or 2 spell points every time that stack have damage...   I will test one more time to be sure
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Dig Out Your Soul

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Mantra
Mantra


Adventuring Hero
posted April 21, 2006 08:32 PM

Mark of the necromancer might be bugged in demo, and not give mana at all, iirc.

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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted April 21, 2006 08:57 PM

Read in official forums that it might be random. Apparently some did receive mana, just like Lord.

Too bad that it never happened to me.
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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted April 21, 2006 10:18 PM

Quote:
Read in official forums that it might be random. Apparently some did receive mana, just like Lord.

Too bad that it never happened to me.


lol yeah and I was using that skill all the time ... but yeah I just notice now that is random... playing vs sylvan I used on three units and I gain about 5 spell points in all the battle
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Dig Out Your Soul

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ZBAUG3
ZBAUG3

Tavern Dweller
posted April 24, 2006 03:19 AM
Edited by ZBAUG3 on 23 Apr 2006

Puppet Master is not as useful. It can be easily removed by dealing any damage to your own puppeted unit - any race except humans and sylvans can do this with spells and humans can with griffins' Battle Dive ability. It often worth it - usually the most powerfull stack is puppeted and it wont suffer too much of the spell which can also damage some necro units as well and humans can use a single griffin who wont deal any serious damage.
Sylvans have good chance to simply cleanse the puppet. Even if it fails, necro wont get too much of controlling a stack if the army is placed properly - 3 or 4 separated stacks of shooters and each stack cannot shoot when puppeted due to adjacent units.
I dont know if it works with Frenzy but i guess it does
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screamo
screamo

Tavern Dweller
posted April 24, 2006 12:44 PM

+ u can dispell pupet master with cleansing
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Arangar
Arangar


Famous Hero
Weak ranger - lost viking
posted April 24, 2006 02:58 PM
Edited by Arangar on 24 Apr 2006

Frenzy

Apparently frenzy can't be dispelled. It lasts 2 attacks, and it won't disappear if the unit is damaged. And it feels like the affected units do more damage than they would normally do..

Haven't had the time to test the numbers though. Anyway, for some reason nival/ubi decided that nature should have the best hero stats, the best army, the best skills and the best spells for this type of army. Cast antimagic instead of cleansing -> problem solved

Still don't know why sylvan duel hero is so packed with goodies, while the rest lack all the essential little things. Casters without combat stats should atleast have better spell-lists, but noo
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Arangar
Norwegian viking
ranger of the north

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ZBAUG3
ZBAUG3

Tavern Dweller
posted April 24, 2006 04:25 PM
Edited by ZBAUG3 on 24 Apr 2006

Quote:
+ u can dispell pupet master with cleansing
It doesnt work mostly
Quote:
Cast antimagic instead of cleansing -> problem solved

I know it should both protect AND dispel current magic but it actually doesnt. Once I used Antimagic on my puppeted stack and it remained puppeted but protected from further spells so I even lost the ability to cleanse it
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Arangar
Arangar


Famous Hero
Weak ranger - lost viking
posted April 24, 2006 05:59 PM

Quote:
Quote:
+ u can dispell pupet master with cleansing
It doesnt work mostly


It could be that cleansing removes another spell instead. (weakness, decay, curse ..) There should be a "limit" depending on your lvl and spellpower - or atleast that's what the half-broken english description says

Someone should check it
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Arangar
Norwegian viking
ranger of the north

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ZBAUG3
ZBAUG3

Tavern Dweller
posted April 25, 2006 06:02 PM

Cleansing often fails even when stack is affected by only a single spell.
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