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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Moonshade's HVII Necropolis
Thread: Moonshade's HVII Necropolis
moonshade
moonshade


Known Hero
posted February 24, 2015 11:21 PM

Moonshade's HVII Necropolis

Here's my version of Necropolis as it should've been in HVII. As many here I'm severely dissappointed with Ubi's attempt to give us the same game twice, and their stinginess on special abilities for Necro. Take notice- that's not my "fantasy"/H8 Necropolis, which should be Sandro's "Void Necropolis" as the default Undead faction. That's how I would do it, and it doesn't require TOO much changes:

Core:

Skeleton/Skeleton Guardian- Undead, Skeletal, Eternal Guard (upgrade)- the ultimate anti-ranged unit. Skeletal gives reduced damage from ranged attacks, but takes increased damage from Earth magic. The upgrade can activate Eternal Guard. When the unit Defends, it personally gains Vigilance (cannot be flanked) and grants reduced ranged damage to friendly units around it. So- charge with them, or put them next to your Spiders and Liches.

Crypt Spider/Death Spider- Living, Deathlover, Ranged, Short Range, Withering Venom, Ethereal Venom (upgrade), Spider Web (upgrade)-             A ranged unit, spitting globes of Venom which deal DoT to living units (upgraded version's venom affects all unit types, Undead included). Deathlover means the unit is still Living (for healing spells and Necromancy purposes), but takes no morale penalty from being mixed with Undead and is immune to Death Ripple/Curse of the Netherworld and Liches' Death Cloud attack. Spider Web is a single-use Active ability which allows Death Spiders to ensnare enemy units in place for 2-3 rounds- preventing movement (but not attack).  

Mummy/Mummy Lord- Undead, Necrotic Flesh, Cursing Touch, Curse of Vengeance (upgrade)- Mummies are slightly faster than Skeletons, but overall fill the same nieche as tanks-since Necro Elite doesn't have units filling that role. Necrotic Flesh grants reduced damae from ALL physical attacks, but extra damage from Fire maic. Cursing Touch gives Mummies a chance to inflict Curse, Slow, Disrupting Ray or Greymantle (a Dark magic spell making a Living unit immune to healing- and Resurrection- for a few rounds) on struck enemy units.  Curse of Vengeance automatically inflicts one of the Mummy Lord's curse effects on all living units surrounding it, should it be struck down.

Special Core Unit- Zombie- Undead, Necrotic Flesh, Undying Host- Zombies are basically a neutral unit, though you get them en masse via Necropolis abilities and Necromancy. They're possibly the weakest unit in the game, but can PERMANENTLY increase their ranks by slaying enemy living units through their Undying Host ability. Liches can also raise them.

Elite:

Lich/Archlich- Undead, Shooter, Death Cloud, Spellcaster (upgrade)- Liches are back in business- hopefully skeletal (though they don't have that ability), and packing their trademark abilities.

Grave Maiden/Banshee- Flyer, Undead, Incorporeal, Wail of Death, Wail of Despair (upgrade)- A replacement flier for Lamassus. Look like twisted Victorian ladies in massive bony dresses, taking up 2X2. Wail of Death is an Active ability, which deals Dark damage to nearby living creatures around the Banshee. Incorporeal creatures have a chance to utterly avoid physical attacks, but take increased Prime damage. Wail of Despair reduces morale for living units around the Banshee- forming great synergy with Riders. Basically they're not so great- but can support your other units quite well.

Vampire/Vampire Count- Flyer, Undead, No Retaliation, Life Leech, Life Drain (upgrade)- Back to basics. Hopefully looking like a mix of H2-H4 Vampires. Difference between Life Leech and Life Drain is that units raised through Life Drain remain with you after combat.

Champion:

Bone Dragon/Spectral Dragon- Flyer, Undead, Skeletal, Incorporeal (upgrade), Soulflaying Breath, Breath of Nightmares (upgrade): Soulflaying breath deals DoT to living creatures and affects 2 creatures. Breath of Nightmares has a chance to make attacked living unit lose a turn and suffer morale penalty for the next few rounds.

Grim Rider/Grim Reaper- Undead, Prime Immunity, Vorpal Scythe, Dread Reaping (upgrade)- Vorpal Scythe is guaranteed to slay at least 1 enemy creature. Dread Reaping works like H3's Mighty Gorgon's Death Stare- and gains even better effects the lower the enemy unit's morale gets (forming great synergy with Grave Maidens and Bone Dragons).

Opinions?

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RMZ1989
RMZ1989


Supreme Hero
posted February 25, 2015 12:06 AM

I like most of it, but let's comment on the whole lineup.

CORE
-Skeleton is good, simple and has nice ability.
-I dislike Spiders, especially because they are living and I think that they have a bit too many abilities for core units.
-I like Mummies, and they are good. I don't think that they should be faster than Skeletons, I would give both of them same average movement speed. You need to specify is there a difference between Mummy and Mummy Lord curses?
-Zombies are great but I wouldn't make them the weakest though, maybe considering speed and damage, but I would make them tough at least.

ELITE
-Liches are good, just specify what spells they can cast.
-Banshees are also good, although I feel that giving them two Wail abilities is kind of an overkill. I would leave the Wail of Death as is, but would turn Wail of Despair into some kind of aura.
-Vampires, nothing new here, normal as usual.

CHAMPION
-Ghost Dragon is good as is.
-Grim Reaper, I think that you should change Vorpal Scythe to something else because Dread Reaping has the same starting effect(when Gorgon's Death Stare procs, it will always kill at least 1 unit, then another 1 per 10 Gorgons, so you kind of have Vorpal Scythe in Dread Reaping anyway). In my opinion, remove the last sentence of Dread Reaping about moral, and make Vorpal Scythe an ability that does bonus damage based on enemy creatures negative moral.

Overall as I said, apart from Spiders everything else sounds great.

____________
Give a man a mask, and he'll
become his true self.

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moonshade
moonshade


Known Hero
posted February 25, 2015 08:05 AM

My comments on your comments :-)

Comments:

- Regarding Spiders- totally understand why you don't like them. My "Void" Necropolis would've replaced them with some kind of bone/flesh beast, or a human Ebon Guard. Take notice they actually don't have too many "real" abilities- they're basically shooters with venom, and the upgrade can also throw a web. The rest are passives, and Deathlover (which is also shared by the Reanimator- one of the Necro's Warfare units) is more for flavor purposes. I also gave them Short Range to emphasize the fact Liches are Necropolis' real shooter.

- About Mummies- basically they're like Skeletons, but stronger and less plentiful. Regarding Curses- maybe the basic Mummy can just apply Curse and Slow, and the Mummy Lord can inflict Disrupting Ray and Greymantle?

- Agree on Zombies- their toughness should be above average (high HP and Necrotic Flesh), but they should have pathetic damage and speed. That would balance their otherwise game-breaking ability (remember H2's Ghosts?) and emphasize their role as an endless wall of meat. Think the Walking Dead- individually Zombies are weaker than living units, but they're relentless and there's always more coming.

ELITE
- I'd give them 3-4 spells- a curse, a DoT spell, an undead-raising spell (Liches raise Zombies, Archliches raise Skeletons) and an additional, more powerful curse for Archliches.
- Rearding the Banshee's two Wails- I think keeping them as Active abilities is good for balance- the Banshee needs to decide whether she'll deal area damage, or reduce enemy morale- not both.

CHAMPION
- Grim Reaper- agree. So I'll give Grim Riders Dread Reaping (bonus damage based on negative morale), and Grim Reapers Vorpal Scythe (a renamed Death Stare).

Also, here are the Warefare units:

Reanimator- Living, Deathlover, Shooter, Spellcaster, Last Rites:            A living human Necromancer, supporting the undead legions. Their spells include various Raise (unit) abilities, determined by your hero's First Aid skill, as well as the generic (but more costly) Animate Dead. Last Rites allow the sacrifice of a friendly unit to regain spell points- with Zombies of-course being the natural choice for that...

Apothecracy- Construct, Cannot Attack, Plagues: While appearing as a tent, the Apothecracy actually serves as the Necropolis' "Ballista". Determined by the level of your Artilley skill, the Apothecracy can inflict more griveous Plagues on enemy units.

Bone Catapult- Undead, Skeletal, Shooter, Siege-capable- The Necro's catapult. Nothing too unique here, except it's also undead for flavor purposes.  

Glad you like the line-up!

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