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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Necropolis Faction
Thread: Heroes 5 Strategy: Playing Necropolis Faction This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
Mlai
Mlai


Adventuring Hero
posted December 07, 2007 04:53 AM

The rot zombies have a permanent aura which lowers the ATT, DEF, and morale of all adjacent living units, so they're good for chaperoning archers even if they don't get to attack.
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KANYENKYE
KANYENKYE

Tavern Dweller
posted February 13, 2009 02:44 AM

I pick Naadir as starting hero and rush vampires. I get vampire lords by the end of week 1. With hero, I get skills:

Necromacy: duh
Luck: double damage rocks
Summoning Magic: a bunch of random elementals and pheonixes rock
Dark Magic: just like it
Leadership: Morale bonus is good and diplomacy is a good thing

and what else should i get?

My end game tactic: cast phantom forces on vampires, own all, win game.

Anything wrong or any comments with strategy or skills 2 get?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 13, 2009 02:59 AM

Vamps are good but not all there is to necro, against various factions you are better off making different choices. Besides with stormwind vamps become pathetically slow in speed and initiative.

About the build sounds too generic and rigid. You miss out on some important skills like defense, enlightenment, sorcery, logistics. Btw leadership for necros is useless unless you depend on phoenix. Summon elementals is also as crappy as can be without fire warriors perk. Too unreliable and not really effective.
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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted February 13, 2009 03:08 AM

I kinda miss when elementals stacked each time you summoned them.

Elvin the leadership perks are nice...herald of death and haunted mines.  But yeah I'd only do it in certain circumstances.

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KANYENKYE
KANYENKYE

Tavern Dweller
posted February 13, 2009 04:53 AM

Quote:
Vamps are good but not all there is to necro, against various factions you are better off making different choices. Besides with stormwind vamps become pathetically slow in speed and initiative.

About the build sounds too generic and rigid. You miss out on some important skills like defense, enlightenment, sorcery, logistics. Btw leadership for necros is useless unless you depend on phoenix. Summon elementals is also as crappy as can be without fire warriors perk. Too unreliable and not really effective.


But doesn:t leadership lead to diplamacy and eventually herald of death?@And how at all does sorcery help necromancers? I tried playing with Lucretia a couple of times and the sorcery/wisdom sucks.

Btw, what hero is better to use for summoning magic? Naadir or Vlad?
____________
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Were all gonna die!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 13, 2009 08:38 AM

Quote:
But doesn:t leadership lead to diplamacy and eventually herald of death?
In theory, Leadership seems Good, but you cannot rely on simply ONE PERK to pick one Skill - It's a simple waste!
Quote:
And how at all does sorcery help necromancers? I tried playing with Lucretia a couple of times and the sorcery/wisdom sucks.

Sorcery speeds up casting. Though it's bit useless as a starting skill, do not let that hold you from taking it! Rapid casting means: more spells, more havoc, easier to win. It's difinately worth it - though only Mid-End Game

Quote:
Btw, what hero is better to use for summoning magic? Naadir or Vlad?
The Question is kinda Irrellevant, as Necro simply NEEDS Summoning to Survive. Without a Powerfull Phoenix, Raise or ever Fire Warriors, Victory will be a lot more difficult to Acchieve.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 13, 2009 08:49 AM

Umm you are wrong on that one. While I favour this skill I don't always take it and lately I've seen fiur win games with dark only, even vs academy.

And Naadir all the way.
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KANYENKYE
KANYENKYE

Tavern Dweller
posted February 13, 2009 12:42 PM


In theory, Leadership seems Good, but you cannot rely on simply ONE PERK to pick one Skill - It's a simple waste!
Quote:


1 perk? Lets see... estates, diplomacy, herald of death and of course the morale bonus

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 13, 2009 01:27 PM
Edited by Lexxan at 08:30, 18 Feb 2009.

Quote:
Quote:
In theory, Leadership seems Good, but you cannot rely on simply ONE PERK to pick one Skill - It's a simple waste!



1 perk? Lets see... estates, diplomacy, herald of death and of course the morale bonus


Estates? K that's 250 Gold per day - that's 1750 gold per week. So? That's a Mage Guild and A market Place per week - Won't make Any difference in the Long run, trust me (unless maybe on very poor maps)

Diplomacy? Yes, it's good, but do you Really need it? Getting joiners is always nice and Handy, but even with Expert Leadership, Your Living Troops  will probably still have a Morale Penalty, especially "Good Troops". Though it's probably the best Basic Perk of Leadership, I won't deny that. It lead to Empathy, but you can trust me on that one, it's almost WORTHLESS for Necro.

Herald of Death? Shrine of the Netherworld and Necromancy can compesate it's loss. In Essence Herald of Death transforms your Hero into a Free Shrine of the Netherworld, one that is able to spawn Upgrades. Is it worth it? Maybe. It depends on the map. If you have many towns, I wouldn't wager, and just walk back to the Town to Transform and Upgrade them, especially if I had Logistics. However, on a big map with only a few Towns, I'd certainly wager it. (but that doesn't mean that I take it de facto)

Overall, Leadership Simply cannot beat Sorcery, Logistics or Enlightement in usefullness. FACT. 2% Chance to appear, No Morale Bonus to Undead, Frankly, it's a waste, that is only usefull in 5% of all situations, if I do not overrate it.

It's a waste of Skill Slots. Point Final.

about the rest of your build:

Dark and Summoning are no-Brainers. Luck is a liability: It's VERY, very Rare, but if you can get your Hands on it, the better

Enlightement is the obvious absent one in your build. Necro, as a Magic Town, really Need Enlightement to Keep up with the others - Also, the Spellpower they are able to get through Enlightement is simply outrageous. Intelligence is also a no-brainer, Summoning IS the most mana-expensive of all Magic Schools. With 9 Mana for Crystal and Raise Dead, 25 for Phoenix or even 18 for Phantom Forces, You'll need that extra mana.

Logistics is a very good choice as well - there's little else that can beat Swift Mind. An Early Slow, Phoenix, Crystal, Confusion, Frenzy... hell, even Decay or Puppet, can really disrupt your opponent's gameplay. As for Logistics itself, extra movement is never bad. If you play against the AI (and I assume you do), you can bet that 80% of the Enemy Heroes have Logistics - If you wish to persue them, it's a simple must.

Sorcery, like I said is good Mid-End game, but as a Strating skill, it's nearly worthless, mainly because Low-Level Necros have not enough Mana to cast Many Spells, like a Ranger or a Wizard can. If taken, Arcane Training is the best perk to compensate the High cost of Summoning and Dark Spells. Mana Regeneration, Heck even Erratic Mana, are not bad either. The choice it up to you

Generally, I'd take Dark, Summoning, Sorcery and Enlightement. For the Fifth skill, it usually is the other Starting Skill for Orson and Kaspar, but for all others, I take Logistics.

If I can get Luck, I'll probably even discard Sorcery or Logistics, or even Summoning/Dark, depending on the opponent.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 13, 2009 01:34 PM
Edited by Elvin at 13:35, 13 Feb 2009.

Quote:
Feeling that Lucky Crystal, Curse or Decay coming?

Have you actually tried that? I've seen it work with cotn and wol but haven't tried with summoning. I recall it was possible to have lucky firetraps back in hof.

Edit: Not that necros can get warlock's luck anyway
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 13, 2009 01:39 PM

Quote:
Quote:
Feeling that Lucky Crystal, Curse or Decay coming?

Quote:
Have you actually tried that? I've seen it work with cotn and wol but haven't tried with summoning. I recall it was possible to have lucky firetraps back in hof.
Yes. Warlock's Luck works with Crystal and Decay, I've seen that happen when Playing the TotE Wizard Campaign.

Quote:
Edit: Not that necros can get warlock's luck anyway

Lol, That deserves a Double Facepalm!

I'll delete that section lol.
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Dargor
Dargor


Adventuring Hero
posted February 17, 2009 09:40 AM

::::ALERT:::: Noob Question ::::ALERT::::

I Was just wondering If you cast Arcane Armor on Vampire Princes, they will have more % in a succesfull torpor? Because i play in 3.0 because i cant ubgrade my HommV for an unknown reason... and Vamp Princes are useless becaue the do minor dmg and the torpor isint as often as I would imagine, but in the Homm manual it states that this skill depends on hp so i was wondering, does the artifficial HP given by Arcane shield actually helps to trigger the skill?

And another silly question,

Since I never ever managed to actually reach Howl of Terror i was wondering if its worth taking "lord of the undead" perk?
All in all +1 Knowledge  O.K and +2 spell power that you occure by arcane exaltation. BUT you have to Waste a perk for schoolar, while there are many good choices from Enlightment skill (inteligence for ex.) Wizards Reward or Graduate are better too.

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Duncan
Duncan


Famous Hero
The Pathfinder
posted February 17, 2009 10:31 AM

Quote:
does the artifficial HP given by Arcane shield actually helps to trigger the skill?


I don't think so. The HP is tied to the shield, not the creatures.

Quote:
Since I never ever managed to actually reach Howl of Terror i was wondering if its worth taking "lord of the undead" perk?
All in all +1 Knowledge  O.K and +2 spell power that you occure by arcane exaltation. BUT you have to Waste a perk for schoolar, while there are many good choices from Enlightment skill (inteligence for ex.) Wizards Reward or Graduate are better too.


Agree. Simple math, +2 Knowledge + 50% mana >> +1 Knowledge  And why Arcane instead of Reward? If anything else, Eagle Eye aiming to Swift Mind is a much better option. Unless it's a long game with Memory Mentor available, screw that Howl path.
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Dargor
Dargor


Adventuring Hero
posted February 17, 2009 01:16 PM

Well, In that case i think that Banshee Howl with 2 Death Embrace items will do just fine too, and its easier to aquire

And as far as I'm allready in this topic, i would like to know your opinion about necromancers racial skills, and why do you think they are useless In the basic Version, the Eternal Servis (or something like that) was quite nice, but now? It has problems with rising 2 spectres in early game not to mention a Vampire...

Ofc I could be Wrong...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 17, 2009 01:37 PM

A necro only needs motn and eternal servitude for fast creeping. Motn is greatly weakened but while it cannot regenerate all the mana you spent in battle like it used to it gives something back. Because of it I could win lots of arcanes day 4 with only raise dead and skelie archers. Eternal servitude helps saving mana from raise dead, 5 skelies here, 10 skelies there and it adds up. Of course I am talking about rushed earlygame that only matters in multiplayer, some may prefer to take their time and attack stronger neutrals later. As for the banshee perk I don't even bother. You are better of leveling necromancy, logs, summoning or enlightenment as fast as possible.
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Dargor
Dargor


Adventuring Hero
posted February 17, 2009 02:56 PM

Ok, and one last question
My usual skill build Is: Dark and Summoning (Naadir) Defense Enlightment and one last that i randomly pick (sorcery attack luck, sometimes destrictive,) and the question Is, When i Have Defense i take protection and reduce spell dmg by 20%, does it stack with boneward from sorccery??
That would give 35% damage reduction, and that is quite a lot

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 17, 2009 10:14 PM

Sure it does Though protection alone for 15% is kinda weak.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 18, 2009 08:31 AM

Afaik, all damage reduction bonusses stack.


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Duncan
Duncan


Famous Hero
The Pathfinder
posted February 18, 2009 01:20 PM

Now wait, I didn't realize this! So if I have those two perks together with Dragon Flame Tongue and Bearhide, am I immune to cold spells? Cause altogether translates to 110% protection.
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But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 18, 2009 01:31 PM

Hmm no, I think elemental protections work in a multiplicative way. Will have to look it up but I'm certain that it can never reach 100%.
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