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


Admirable
Omnipresent Hero
Endless Revival
posted June 19, 2009 08:49 PM

Not so sure about that. With shatter it is useless, without it they can use barbarian's luck plus the rage.. The damage can't diminish rage faster than they can gain, I'm pretty sure.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 19, 2009 10:30 PM

If your spellpower is High enough, even Shatter can't block it (but then the SP must be HIGH!)

Barbarian's luck and Shatter is something I overlooked.

Well, the only other options to CotNas Rage-Eater are Decay (more damage, but lower AoE) and Area Damaging Destructive Spells. (and FIre Trap!)

Destructive on Necro is not that uncommon luckily.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 19, 2009 10:36 PM

You haven't even tried, why argue about it? Formula for cotn with expert shatter is 30+6*power. With relatively good spellpower you do like 150 damage, even less with rage.
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Dargor
Dargor


Adventuring Hero
posted June 22, 2009 12:22 PM

Personally i don't like Destructive necro, (unlike in homm IV Cat Reflex pwned) Mainlly because you dont have 4th and 5th lvl spells) And its a waste of a main skill, Well O.K Not a waste but there are better skills for necro

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 22, 2009 12:25 PM

Many maps have arcane library though. And if you get a phoenix cape with fireball it can be pretty fun.
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Bullen
Bullen


Hired Hero
posted July 01, 2009 06:03 PM

Actually, I would have done so the ghosts incorporeal was affected by luck..... Makes Sense, Huh

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 01, 2009 06:18 PM

As if 50% is not crazy already..
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Bullen
Bullen


Hired Hero
posted July 01, 2009 06:24 PM

Head on the nail
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 01, 2009 06:25 PM

Hoping the system will be changed in H6 I must admit 50% miss/hit is a killer.
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lumpor
lumpor


Adventuring Hero
posted July 01, 2009 08:05 PM

Yeah, I mean I expected them to have like 60% of the health of a normal level 3, but it's more like 90%!
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 02, 2009 09:37 AM

Well, the forced hit/miss after a chain of two does help but I can't say I'm fond of a probability with such a big effect. Same goes for Phantom Forces but at least there it won't matter what damage goes through.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 03, 2009 07:06 PM
Edited by Elvin at 19:18, 03 Jul 2009.

Played a game on heritage of Deleb with necro and had a pretty fast creeping like I used to, guess I'm not that rusty Kept some replays and a screenshot of my skills in case anyone is interested.

Hero screen

Obviously with magic emphasis, who needs an army when you have powerful spells? In a longer map I would probably have gone for swift mind, dark, power of endurance and speed.

Replays

I guess most interesting was the dragons, I defeated them in mid week 2. Titans and lots of bloodeyed was week 3 when the final battle took place.
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Dargor
Dargor


Adventuring Hero
posted July 06, 2009 08:12 AM

Wow,
Nice screen
I've never thought that some one will actually go for the Arcane Intuition tech tree, I always go for the middle one the one with Bone Ward,
Personally i think that lvl 3 spells without mastery arent verry strong, they are rather useless

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 06, 2009 09:38 AM

Arcane intuition is mostly for swift mind but I often pick it, easiest way to learn slow amongst other things. About sorcery yes, boneward and arcane excellence are an excellent pick but distract does have its uses as well Though here I followed that tree due to random level ups in the end.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 06, 2009 10:40 AM

Quote:
Yeah, I mean I expected them to have like 60% of the health of a normal level 3, but it's more like 90%!


Ghosts used to have lower health, but it was increased, as they were not nearly as useful as you would believe.

The trick with Incorporeal is that in some circumstances, it can be incredibly annoying, whilst other times, you can easily go around it. A spellcaster can simply blast them, and even a might hero can have a couple of small stacks to make dummy attacks to test for misses and then hope to get two in a row, because then you know you'll have a hit on the third and will go for them full force.

Obviously, problem comes when there are many stacks, so you run out of dummy stacks, or when you have 7 full stacks, so you can't split them.

I don't think Ghosts are that imbalanced, but I do think it's an overlooked tactics to raise a huge number of Spectres, as they will actually dish out excellent damage and with some skill can be immensely annoying to enemy units. Just don't use this tactics against a Warlock. XD
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Dargor
Dargor


Adventuring Hero
posted July 06, 2009 01:03 PM

Hm, I don't recall seeing Arcane Intuition nessesery for Swift mind on my skill wheel...;(
Its nice to see that Someone is playing Naadir, i thought that is all Zoltan and Kaspar, Interesting Summoning magic perks i must say, i try to take Master of Life, Earthblood and Fog of Veil,( By the way is it cummulutive with Evasion? and if it is, is it in the same way that Boneward+protection?)

And As for the ghosts, I liked them more in 3.0 (max 3 times in a row) but now, they can still prove to be v. durable, and the best pros with ghost is that they are lvl 3, so that there is a high chance of an outside building

P.S Whats with all the dragons in the signatures?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 06, 2009 01:24 PM
Edited by Elvin at 13:36, 06 Jul 2009.

Arcane intuition is required for swift mind by every single magic faction, might races are an exception - say sylvan, haven, inferno, orcs. Naadir is one of the best necromancers if not the best, can be almost as fast as Kaspar and certainly a lot faster than Zoltan. Of course the latter has one of the best lategame specialties but it cannot always work in your favour, Naadir is always annoying with his ghost army And doesn't allow enemies to resurrect from their corpses as they are instantly covered by ghosts. Only problem is that you may not always need both dark and summoning.

Where summoning perks are concerned I don't always pick them. But fog veil can be amazing against some factions, say haven, academy or sylvan. Evasion does stack but unsure of the actual mechanics. Master of earthblood and conjuration are easily my favourites, the latter for phoenix and the former for firetrap, arcane crystal, blade barrier.. Fire warriors is a rushing tool, can work in longer battles but usually too slow to have serious impact in lategame.

As for the dragons it's a game, if you click them a certain amount of times they evolve instead of dying



Here is some Naadir goodness on day 9, Rat Race. The garrison never had a chance Zoltan could possibly pull that off too but he'd need some solid luck.



Replay.
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lumpor
lumpor


Adventuring Hero
posted July 06, 2009 03:43 PM

Is the haunted mines perk any good then? Free ghosts

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 06, 2009 04:04 PM

Nor since they made it require herald of death..
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 06, 2009 04:35 PM
Edited by alcibiades at 16:46, 06 Jul 2009.

Well it's still good (bordering on imba) it's just almost impossible to get ...


Nice replay btw. I would add, though, that I don't see Naadir's special to be crucial for you here. In fact, you victory was based mostly on one thing, namely the fire elementals, which seemed to be your primary damage dealer, if I'm not mistaken.
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