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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Which skills to choose for a necro?
Thread: Which skills to choose for a necro? This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Vicheron
Vicheron


Known Hero
posted June 08, 2006 05:13 AM
Edited by Vicheron at 05:16, 08 Jun 2006.

I normally pick these skills for Necromancer:

Attack (Battle Frenzy, Archery, Tactics)
Dark Magic (Master of Mind, Master of Curses -> Spirit Link)
Sorcery (Arcane Training, Magic Insight -> Boneward)
Destructive Magic (Master of Ice -> Cold Death, Master of Fire)
Enlightenment (Intelligence, Scholar -> Lord of the Undead)


I find that Raise Dead with no Summoning Magic is good enough against neutrals. Against enemy heroes, it's better to destroy their army than to try to maintain your own since it's not even going to be worth trying to preserve your own creatures with larger armies and against smart opponents.

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Buffysboy
Buffysboy

Tavern Dweller
posted June 08, 2006 08:44 PM

OK, maybe I havnt made myself clear. Im refering to multiplayer games which lasts 5-6 hours, you may maximum get to lvl 20, or lvl 22 with enlightenment. Which skills would you choose now?

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Necromancer
Necromancer

Tavern Dweller
posted June 09, 2006 11:23 AM

I was wondering..how good is the cold steel skill...i still haven't been able to get it....how much extra damage can you expect when 100 skellies attack? How is it even calculated??

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Vicheron
Vicheron


Known Hero
posted June 09, 2006 12:16 PM

Cold Steel sucks, 1,000 Skeletons will do less than 100 points of bonus cold damage.


If the max level is between 20 and 25, I'd try to get these skills:

Expert Necromancy (Skeleton Archer, Eternal Servitude, Banshee Howl)
Advanced Attack (Battle Frenzy, Archery)
Expert Dark Magic (Master of Mind, Master of Curses -> Spirit Link)
Expert Sorcery (Magic Insight)
Basic Destructive Magic (Master of Fire)

The attack abilities are pretty much a must have. Battle Frenzy is for Skeleton Archers. Archery is for Skeleton Archers as well as Liches.

Mass Slow and Mass Confusion with Expert Dark can completely cripple an army. Mass Suffering and Mass Weakness don't actually help that much after mass Slow and Mass Confusion but with Raven, Mass Weakness also reduces enemy defense. Spirit Link helps with the Necro's low knowledge.

Sorcery speeds up your casting. Magic Insight lets you learn 3rd level spells, more specifically, it allows you to learn Phantom Forces. You can't use Phantom Forces on 5th, 6th, 7th level creatures without Summoning Magic but you're only going to use it on your Skeleton Archer horde anyway.

Necros don't have good attack so the 50% defense reduction from Master of Fire really helps your troops do damage.

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shassz
shassz


Adventuring Hero
posted June 20, 2006 07:14 PM

Since i cannot make a new post and my post is kinda relevant I ask my question  here. I havent tested and I havent got the game installed(exam period so I I would like to kno if it is possible to use light magic spells on undead creatures.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 20, 2006 07:25 PM

There are no such restrictions (by school). However, Undead are immune to a good number of Dark Magic spells because of their immunity to Mind Control, to Poison, etc. However, i can't think of any Light Magic spell that wouldn't work on Undead (besides Resurrection, of course). Oh, and you probably don't want to cast "Word of Light" when you are playing Undead against Haven =P
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perman
perman

Tavern Dweller
posted June 21, 2006 03:11 AM

Quote:

If the max level is between 20 and 25, I'd try to get these skills:

Expert Necromancy (Skeleton Archer, Eternal Servitude, Banshee Howl)
Advanced Attack (Battle Frenzy, Archery)
Expert Dark Magic (Master of Mind, Master of Curses -> Spirit Link)
Expert Sorcery (Magic Insight)
Basic Destructive Magic (Master of Fire)

Mass Slow and Mass Confusion with Expert Dark can completely cripple an army. Mass Suffering and Mass Weakness don't actually help that much after mass Slow and Mass Confusion but with Raven, Mass Weakness also reduces enemy defense. Spirit Link helps with the Necro's low knowledge.



On the skill wheel on this page
http://www.celestialheavens.com/viewpage.php?id=520
(which really is excellent if you haven't tested it or an equivalent) it says that Spirit Link needs first Master of Curses, THEN Corrupted Soil. If this is true, there wouldn't be room for Master of Mind.

One wouldn't be able to aqquire the devastating Mass Slow and Mass Confusion if this was true, which would seem to render Dark magic useless.

Any thoughts on this? I know first-hand how devastating those masses of Imps can be to your mana, so I really wonder if anybody has any sollutions to this.

With a pure destruction-based Warlock (which has been my favorite so far), I have had to use empowered Implosion and archers to diminish the Imps as much as I can before they get there turn, thereby being unable to prevent those devastating horses (can't remember what they're called at the moment) from destroying a unit.
Keep in mind, this was Raegel in the campaign which has that awesome Initiative-speciality.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 21, 2006 03:18 AM

Spirit Link only requires Mastery of Curses (i think) not Corrupted Soil.
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If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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shassz
shassz


Adventuring Hero
posted June 21, 2006 09:36 AM

Quote:
There are no such restrictions (by school). However, Undead are immune to a good number of Dark Magic spells because of their immunity to Mind Control, to Poison, etc. However, i can't think of any Light Magic spell that wouldn't work on Undead (besides Resurrection, of course). Oh, and you probably don't want to cast "Word of Light" when you are playing Undead against Haven =P


Hmm then I dont know y doesnt any1 mention light magic. Since light magic spells of level 1-3 are extremly useful if you wanna keep your creatures and for me(and for some others i guess) it is an important part of the strategy.

My choice would be:

-Exp necro with skele archers and without eternal servitude cause its useless
-expert summoning magic(for raise dead boost and summoning since necros have high sp) with master of life (for raise dead boost again)
-light magic with Master of * Abjuration seems the best to me.
-Leadership with diplo recruit and herald Morale boost wont do any good but joiners can boost the horde especially in mid-game
-Defense with vitality or some dark magic skills.

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buffysboy
buffysboy

Tavern Dweller
posted June 21, 2006 01:26 PM

Shaaz thats some fancy skills you choose there, but I dont feel like cheating.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 21, 2006 01:46 PM

Leadership and Light Magic are very rarely offered to a Necro. PLUS, the Necropolis's Mage Guild favours Summoning and Dark, so you have to rely on chance to get Light spells.
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If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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shassz
shassz


Adventuring Hero
posted June 21, 2006 06:03 PM

Quote:
Shaaz thats some fancy skills you choose there, but I dont feel like cheating.


Its hard to spell but im shassz.. There are a whole lot of places on the map where you can prolly get basic light magic and getting with level up is not as frequent as getting some dark magic skill offers (like every level) but you can still get it by that way. Its a free choice to wait for a skill or pick always what they offer. Same as in old heroes games. Light magic worth the waiting(for me).

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shassz
shassz


Adventuring Hero
posted June 21, 2006 06:11 PM

Quote:
Leadership and Light Magic are very rarely offered to a Necro. PLUS, the Necropolis's Mage Guild favours Summoning and Dark, so you have to rely on chance to get Light spells.


Leadership is not rare I get an offer like every game till level 10-13 which is not 2 high. Though if you have dark magic it pumps it in all the time as 1(or both) of the secondary skills at level up so you either specialize fast in dark magic or dont even pick it which is kinda hard since some necromancers have it at start. As for the mage guild you dont get much spells. But in the early games you dont even need it and from mid-game you can easily tap on a castle which has the needed light magic since only the first 3 levels are intresting which is cheap to build.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 21, 2006 06:32 PM

I dn't share your experience with Leadership. In fact i'm sure if we were to make a poll of sorts, then you'd see Leadership is a rare offer.
The rest is relying on Luck to get the spells you need... well, that's rarely a good decision ^^
____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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shassz
shassz


Adventuring Hero
posted June 22, 2006 01:25 PM

Quote:
I dn't share your experience with Leadership. In fact i'm sure if we were to make a poll of sorts, then you'd see Leadership is a rare offer.
The rest is relying on Luck to get the spells you need... well, that's rarely a good decision ^^


For leadership try this:

-Start a game with necro and save it
-Visit http://www.megagames.com/megacheats/H/pc-3828.shtml and see the howto
-ingame use add_exp <bignumber> command
-reload + go back to step 1

and you can see how many times you get offered by leadership in like 5 minutes

As for not going for spells that are not available in your castle only stands for 1v1 small map games where it is hardly possible.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 22, 2006 01:42 PM

only on 1v1 small maps? ludicrous. Only half the castles have Light as their favoured school. Add to that there are 2 spells per level... And that you basically take a skill that you won't be able to use until you've taken castles and built up the Guild... no, seriously, you can do it, but relying on it? no way.
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If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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shassz
shassz


Adventuring Hero
posted June 22, 2006 03:04 PM

Quote:
only on 1v1 small maps? ludicrous. Only half the castles have Light as their favoured school. Add to that there are 2 spells per level... And that you basically take a skill that you won't be able to use until you've taken castles and built up the Guild... no, seriously, you can do it, but relying on it? no way.


Well your chances are getting lower if there are no castles where you can get it. Building up a mage guild to level 3 is cheap. and even 1 or 2 levels are much help. Its a risk to take the spell at a low level I agree in that but the advantage you can get with it worth a try. As for not relying on it.. Tell me a necro strategy that cannot be countered and pls rely on that and anyways its 1 slot and only 1 level up to take it if the game is short you wont have the time to fill up the skill slots and if its long the possibility of finding a place where you can learn light magic spells is getting higher..

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 22, 2006 03:06 PM

The point being: why take Light magic, which you have little chance of getting, while you can develop Summoning/Dark?
____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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shassz
shassz


Adventuring Hero
posted June 22, 2006 03:34 PM

Quote:
The point being: why take Light magic, which you have little chance of getting, while you can develop Summoning/Dark?


Cause light magic shields your units(endurance, deflect missiles) and its important cause necros follow the power in numbers rule since they have no real level 7 units and they dont have too many hps besides zombie which are useles without special treatment. I did take summoning magic I prefer light vs dark magic cause of various resistances and immunities magic mirrors(though it wont effect undead just waste the spell) etc. Light magic is a solid boost to your army which is harder to counter(cleansing) than dark magic. Dark magic is good though I just said light is more useful for undead.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 22, 2006 03:39 PM

I disagree that it's more useful, but beyond that, the point is: you won't be able to use it as storngly as Dark Magic!
____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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