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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»
Dargor
Dargor


Adventuring Hero
posted March 30, 2009 08:49 AM

For me Defence is a must And i Pick Dark, Summoning Enligthment Defence and Sorc/Log (Depends on the faction that I'm Facing) Vs Sylwan i prefer Log. but vs Dungeon, inferno Sor is a must (Combined Protection+boneward)
I was picking luck, but I've switched from Vamp Prices to Lords and i Dont have a problem, ( Mainly because i can't patch my ToTe to 3.1)
And as for the summoning school for Necro, i think its a must Not because of the rise Dead, but other cool Spells like phantom image (yes i know arcane intuition can get this) but arcane Armor or Pohenix is a diffrent story. And speaking of Summoning, is it worth taking the skill that lowers I and Dmg of enemy shooters?
Personally from Summ. school i always Aim for the "MAster of Life" and the other ones dont interest me i think...

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted March 30, 2009 09:04 AM

Quote:
And speaking of Summoning, is it worth taking the skill that lowers I and Dmg of enemy shooters?
Personally from Summ. school i always Aim for the "MAster of Life" and the other ones dont interest me i think...


Fog Veil is nice perk, but I donīt choose it because it requires Master of Earthblood and I usually try to have all skills on Expert and than move to perks (there are ofc exception like Master of Mind, MotN or Pathfinding on map with lots of terrains). I wouldnīt recommened you to take Master of Life at all - there are always better choices, such as next level of Logistics/Enlightenment/Summoning (which will work better  than +4SP just for Raise Dead anyway).
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Result matters

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Dargor
Dargor


Adventuring Hero
posted March 30, 2009 09:49 AM

Yes but If you have a Choice of:Basic Leadership,Basic Attack, Banshee Howl and Master of Life, i think the choice is obvious

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted March 30, 2009 10:36 AM

Quote:
Yes but If you have a Choice of:Basic Leadership,Basic Attack, Banshee Howl and Master of Life, i think the choice is obvious

Banshee Howl?
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Dargor
Dargor


Adventuring Hero
posted March 30, 2009 11:25 AM

If you have The cloak and staff form the Death Embrace Set, than Yes Bashee Howl, but -1 morale -1 luck isint enought for me

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Wolfsburg
Wolfsburg


Promising
Known Hero
... the Vampire Doc
posted April 03, 2009 05:00 AM

(in case Elvin passes by)

What about the dark magic only necro build, Elvin, any thoughts on this? I remember you mentioning Fiur using it rather sucessfully in ToH. Did you get to discuss the build with him, or to see how it looked?

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted April 03, 2009 01:18 PM

There are some variants of this build and I've seen it work even against academy. It is truly satisfying if you get Sandro's cloak but if opponent gets high enough resistance or frenzy immunity it can cause some discomfort Anyway it's reliable since rest of your skills give passive might bonuses and unless you are being nuked you can survive long enough to drown the opponent's forces in a sea of undead Light is a concern though, if your hero always plays first it can mess up your game..
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Wolfsburg
Wolfsburg


Promising
Known Hero
... the Vampire Doc
posted April 08, 2009 05:15 PM

Are there any skills/abilities you just never get with necropolis?

In my game style I have noticed that those below rarely pay off...

LEADERSHIP
WAR MACHINES
LIGHT MAGIC

Leadership for the clear fact that morale effects do not count for the undead, and its abilities are but a waste of points for the main hero.

War machines for necropolis are IMO a really bad deal, for necros lack both attack and knowledge, having no profit at all from war machines on mid and late game.

Light magic mainly because of the high lvl spells, which are either banned (Divine imbalance) or not meant for the undead (Word of light, Ressurrection). As for Divine strenght, regeneration, and cleansing. All of them useless for the undead, since they cannot be blessed (as far as I know), are mostly uneffected by mind affecting spells (need not to be cleansed), and cannot be regenerated.

Hard to rely in a magic school simply for mass endurance/deflect missile and mass haste/righteous might.

Skills I rarely get:
ATTACK
DESTRUCTIVE MAGIC
LUCK

The first one because the skill itself in nothing special (15% more dmg is not that much of a blast).

The second one because I am normally able to punish the enemy much more with summoning than with destructive.

The third because I always keep an eye for luck arties and fountains, flags, etc. Which are normally more than enough to trigger luck in many combats. Unless I rely of course heavily on vampire princes.

What about you?

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted April 08, 2009 07:28 PM

Warmachines are not really worth it. For starters you don't need them to have a better earlygame, summoning and the random guild spell is usually enough. Note that Kaspar that starts with them can potentially be faster than say Naadir but nothing significnt, in the end machines will prove dead weight.

Leadership can be their best or their worst skill, herald of death and diplomacy is a nice combo that can give you the game with some luck. Maybe you remember what Markal did in the campaign, think something similar but situational.

Light is pretty damn good if you ask me. Stormwind, refined mana, fire resistance - it has amazing perks. The buffs with your massive army can be of great help too, however I would rather not use it as a solo school. See the following replay, the light necro did some mistakes but you can clearly see that light gave him an incredible edge. Light blessings DO work on the undead even if healing do not, but those can be used on your phoenix. And yes just the aforementioned spells are a good reason to pick light, apparently you have not tried it.

Attack is not my main pick but it's highly effective. Reason is battle frenzy and power of speed, if your units are sufficiently tough and the opposing faction is tankish it will work.
Destructive magic cannot be as powerful as a warlock's or a wizards with motw and warlock's luck but trust me they are pretty good if you aim for an early/midgame skirmish. Kispagat had picked a necromancer to lead his fortress and his destructive power easily obliterated the opponent's haven Week 3 I think. Since tote you have access to secrets of destruction so you are guaranteed to get a destructive spell for creeping, possibly lvl 2 or 3.
Luck is great for every faction but especially so for necro. It has the vitality, what it lacks is the damage and that's what it offers. Not to mention that the already broken vampire princes become unstoppable with soldier's luck. Arties can never give you max luck so taking the skill can't go wrong. Unless your opponent owns you in the first round that is

Anyways you can see my views on playing necro here.
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Wolfsburg
Wolfsburg


Promising
Known Hero
... the Vampire Doc
posted April 08, 2009 10:13 PM

Thanks for sharing your experience, Elvin

I reckon I've rarely used light magic with necropolis and the reason for it was that my experiences were very bad with it. The replay you've shown me, was HIGHLY situational. First, LM caster was playing against necropolis, making dark magic an useless choice. Second, he had repentant ring, justifying the use of LM, just for the Word of light exploit possibilities (again, against necropolis). And even with mass endurance, mass deflect missile, mass wathever, he got his ass kicked by what I know to be highly effective: phoenixes.

Hes phoenixes and elementals alone have done the work.

So what this replay showed me was actually the following: even when highly situational, with all odds pointing to LM, the player lost to a regular summon-dark caster, without sandros cloak and no army advantage.

Sorry, Elv, didnt quite convince me still.

But luck played an important role in the game, you got me there.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted April 08, 2009 10:23 PM

Meh the noob didn't kill phoenix with harm touch And he even left his skelies unprotected. The game was his and he threw it away.
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Wolfsburg
Wolfsburg


Promising
Known Hero
... the Vampire Doc
posted April 09, 2009 03:03 AM
Edited by Wolfsburg at 03:06, 09 Apr 2009.

I am sure you are going to find me some more convincing replay

And yes, I was quite amazed to see him ignoring that blasting phoenix from hell, passing up the chance to harm touch it...

But again, the results didnt show quite much evidence still. Im not yet convinced that light magic would work outside this situational experiment against another necropolis.

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ZeroXcuses
ZeroXcuses


Known Hero
posted April 11, 2009 02:27 AM
Edited by ZeroXcuses at 02:39, 11 Apr 2009.

So I decided to try getting Swift Mind for the first time ever since all the Necro players recommend it. I fire up a multiplayer map, and by level 20, I've maxed out Necromancy, Sorcery, Defense, Dark Magic, and Enlightenment with some secondary perks. Never did I get the option to take logistics.

I go to one of those trees to get the instant level up for 21, and what does it offer me? LUCK. LUCK!!!! Oh the irony.

I thought Luck was suppose to be highly improbable for necros. I guess not as improbable as logistics.

EDIT: My bad, I level up to 21 after a fight with some neutrals. I take Last Stand to save my last secondary spot and go to the level tree. Options I get:

Basic Destruction
Basic Attack
Magic Insight
Seal darkness.


ARE YOU SERIOUS???? The game refuses to give me logistics. Sounds like an enviable strat.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted April 11, 2009 02:38 AM

It's a matter of odds, luck has 2% per lvl up and logs 8%. Typically 8% skills always pop up if you wait for them, often before lvl 10 and almost always before lvl 15. By wait I mean pick one or two skills at MOST and upgrade the racial until it pops up. Anyways by filling the skill slots the chances for the remaining skills increase so by lvl 20 many things can happen. For me it's more important if the rare skills pop up within the first 10 levels, otherwise you may want to skip them later lest you risk messing up your existing skill plans.
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ZeroXcuses
ZeroXcuses


Known Hero
posted April 11, 2009 04:04 AM
Edited by ZeroXcuses at 18:30, 11 Apr 2009.

Quote:
It's a matter of odds, luck has 2% per lvl up and logs 8%. Typically 8% skills always pop up if you wait for them, often before lvl 10 and almost always before lvl 15. By wait I mean pick one or two skills at MOST and upgrade the racial until it pops up. Anyways by filling the skill slots the chances for the remaining skills increase so by lvl 20 many things can happen. For me it's more important if the rare skills pop up within the first 10 levels, otherwise you may want to skip them later lest you risk messing up your existing skill plans.



That's the problem. I tried that. I maxed necromancy, then dark magic, then sorcery/defense at the same time, leaving a spot for logistics.

I ended up finishing the map without ever getting logistics on my general. On all my other heroes, they all got logistics within the first five levels. LAME!

Edit:

I played another map right after that and started with Naadir. By level 19, I had expert dark, summoning, sorcery, logistics, and enlightenment, but the one time I got the option for arcane intuition, I had to take basic logistics. I never saw that ability ever again, and I beat the map.


Two attempts at swift mind, two failures.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted April 11, 2009 06:51 PM

Tried 6 times in duel map. I got it at lvls 10, 15, 17, 19, 20 and 21. In the first try I aimed straight for it, the others I also took summoning that normally helps with creeping. Not so hard if you pick your levels carefully but every once in a while it can fail of course.
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FC_URBAN
FC_URBAN

Tavern Dweller
posted July 01, 2009 12:13 PM

Are necros able to get swift mind?

http://www.heroesofmightandmagic.com/heroes5/necromancer_skills_abilities.shtml

According to this dwarves are the only ones able to get the skill.

Anyone got a better site to check skills, coz it seems like this site can't be thrusted.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted July 01, 2009 12:23 PM

That's because you are looking at the hof skills. The skillwheel comes with the game, you can find it in C:\Program Files\Ubisoft\Heroes of Might and Magic V - Tribes of the East\FanDocuments.

And yes every race can get it in tote.
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FC_URBAN
FC_URBAN

Tavern Dweller
posted July 01, 2009 12:59 PM

Quote:
That's because you are looking at the hof skills. The skillwheel comes with the game, you can find it in C:\Program Files\Ubisoft\Heroes of Might and Magic V - Tribes of the East\FanDocuments.

And yes every race can get it in tote.


Thx i'll check that
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FC_URBAN
FC_URBAN

Tavern Dweller
posted July 01, 2009 02:01 PM
Edited by FC_URBAN at 14:11, 01 Jul 2009.

Is level 36 the max level for heroes getting skills?
Coz I can't reach higher at the skillwheel, picking as many skills I can.
And when I have picked 3 skills in dark magic for exampel the rest is unable to pick.


Sry if the question is stupid or something, I'm new to the game
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