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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Necropolis power deficiency !
Thread: Necropolis power deficiency ! This thread is 23 pages long: 1 ... 5 6 7 8 9 ... 10 20 23 · «PREV / NEXT»
kreszantas
kreszantas


Adventuring Hero
TOH Coordinator
posted June 10, 2006 09:30 PM



chpr:  Doomforge the only experience player??  I beg to differ on that one.  No matter how you look at it some of the original comments through this entire thread was made on sound battle tested statements, combining the original H3 necro with the new H5 which has 70% of the original elements involved.. Tactics are virtually the same, and these ones that complain and use numbers do not really know how to play by feel and understanding of oops how did that BAD morale affect me... well necro it does not...  

I play every town to the best possible ways, and even with unlimited resources with living creatures you can not get away from losing forces at some point in a game.. It is impossible not to lose something at neutral creature, AI or human player somewhere along the line.

Where as the necro has deathless march an other items to bring back extra FREE!!!! troops
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chpr
chpr


Adventuring Hero
posted June 10, 2006 11:30 PM
Edited by chpr at 23:31, 10 Jun 2006.

OK, i have said it, don't attack druid elders! if u do, do it always carrying only the skellis! Otherwise they bolt the vamps or liches, and those are losses u cannot afford! For all other creeps, i personally guarrantee that the tent is enough! U know, the giant spellpower of the necromancers ensures that even without having it as a speciality, the raise dead spell will be efficient enough..
upgr gremlins? hmm.. i just can't remember, but the upgrade needed 10 of some kind of resource.. no matter what it is, early in the game 10 is far too much to give away.. i mean, much enough to slow down ur developement

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 11, 2006 04:13 AM

Quote:
On the long run funny things can be made if you can capture an Academy and level up a wizard so it can make some artifacts for your skeles.

It would be nice if folks would talk about _tested_ tactics, and not theory H5.
You cannot give creatures artifacts to non-academy creatures.
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kreszantas
kreszantas


Adventuring Hero
TOH Coordinator
posted June 11, 2006 08:33 AM

Thnak You GUS!!  finally a voice of reason in wizards world they can not live if they do not get the arties from a wizard in the EARLY stages of any game.. most the time you should even think about going for arts with a acadamey is week 3 unless u have unlimited resources ... if you dont then it will definatly be after week 4


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Betruger
Betruger


Known Hero
empowered mind
posted June 11, 2006 12:12 PM
Edited by Betruger at 12:15, 11 Jun 2006.

Quote:
U know, the giant spellpower of the necromancers ensures that even without having it as a speciality, the raise dead spell will be efficient enough..



Well I agree, but my point is that you get 50% chance of getting raise dead from the guild. And what if you don't?

Quote:

upgr gremlins? hmm.. i just can't remember, but the upgrade needed 10 of some kind of resource.. no matter what it is, early in the game 10 is far too much to give away.. i mean, much enough to slow down ur developement


Yeah it's not that good really, but on lower difficulites it's the only reasonably effective strategy I think, and it's fun to play. Anyway I'm not an Academy player (1 mp game so far) so what do I know.
Academy seems to be imba, their buildings cost enormous ammounts of resources, especially gems and ore. And if you are starting with 10 ore, where the hell do you get enough ore from?

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chpr
chpr


Adventuring Hero
posted June 11, 2006 03:36 PM

so so so so
arts afte week 4, i`d say after month 4

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neoexdeath
neoexdeath


Adventuring Hero
posted June 11, 2006 03:42 PM

Quote:
Well I agree, but my point is that you get 50% chance of getting raise dead from the guild. And what if you don't?


Actually, it's a bit higher. There are 3 slots: one always gets summoing, one gets dark and one gets anything. There are 8 level 2 spells. Excluding those that go to slot 1 and 2 leaves 6. So the total chance is:
1/2+1/6=2/3 or in other words about 66.7%
Still a gamble, but odds favour getting Raise Dead spell in a mage guild.

Otherwise, there are still shrines on the map and of course other towns

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shassz
shassz


Adventuring Hero
posted June 20, 2006 06:40 PM

Quote:
Quote:
On the long run funny things can be made if you can capture an Academy and level up a wizard so it can make some artifacts for your skeles.

It would be nice if folks would talk about _tested_ tactics, and not theory H5.
You cannot give creatures artifacts to non-academy creatures.


Well I havent tested since i had no reason to think thats not possible. If its true its just another bad decision of the developers since you can use the special building of necros castlers dungeon dwellers (tested..).

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Gus
Gus


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

Quote:
Well I havent tested since i had no reason to think thats not possible.

and that's why i said it would be nice if people would test strategies before deeming them "broken" or "overpowered" or "underpowered" or anything =)

Quote:
If its true its just another bad decision of the developers since you can use the special building of necros castlers dungeon dwellers (tested..).

I disagree... It's the same for Haven, Inferno is sacrifice (so it works for everyone obviously), Necro transforms (so no point if it didn't work with 'foreign' creatures), Dungeon is reserved to Warlocks, Sylvan works only with Rangers...
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shassz
shassz


Adventuring Hero
posted June 20, 2006 08:45 PM

Quote:
Quote:
Well I havent tested since i had no reason to think thats not possible.

and that's why i said it would be nice if people would test strategies before deeming them "broken" or "overpowered" or "underpowered" or anything =)

Quote:
If its true its just another bad decision of the developers since you can use the special building of necros castlers dungeon dwellers (tested..).

I disagree... It's the same for Haven, Inferno is sacrifice (so it works for everyone obviously), Necro transforms (so no point if it didn't work with 'foreign' creatures), Dungeon is reserved to Warlocks, Sylvan works only with Rangers...


Warlocks and rangers can be useful as a leader of an undead army if you dont play skelehorde attacks though I havent really played in a way like that in H5. As for Haven I have to disagree. Haven is the most useful castle for necros since they can boost creatures to higher level and then you can dump them to undead with which you can boost your already great horde. Sorrowly you cannot tier up to level 4 where the best necro creature resides.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 20, 2006 09:00 PM

i don't really understand your reply, sorry.

I was just pointing out that most racial buildings were most useful for their own race. This, of course varies between castles. But even if you use the Training Grounds to boost your undead production, you still need a Knight to perform the operation. So, in this example, it is the Unholy Temple that is the real thing that allows "cross-racial" use. In the same way, you can lead Academy troops with artifacts even if you're not a Wizard, provided you get a Wizard to create them for you. That the artifacts are restricted to Academy is a good way of balancing it, and makes sense as well, so i don't see the problem, really.
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BigBadVoodoo
BigBadVoodoo


A poster
posted June 21, 2006 05:57 AM

necro and dungeon seem very weak in dueling, with no real counters to mass gating, galib abuse, or general AOE spells

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 21, 2006 08:25 AM

and since when gating is meant as dangerous offensive weapon?

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shassz
shassz


Adventuring Hero
posted June 21, 2006 08:38 AM

Buying a knight(3k or something) and pump him up is not really a cost for getting some boost to lich and wraith army of mine. Though training is not cheap but it really do worth it. As for artifacts Id love to see it allowed for other factions as well. Academy is kinda f*cked up with its specialty skill especially the ultimate which is kind of useless compared the necro or dungeon ultimate. I do think that this creature artifact making is a really cool idea but making the only special ability and giving it such high prices makes it a really crappy special compared to others, I mean even knights get a relitation strike to make their upgrade special a bit better.  A spell combination racial ability with combining spell effects for a higher price would be more useful since in most combats academy heroes dont really lose any manna. For spell combinations I mean things like combinig dark and light magic mass effects(like mass weakness + divine strength) for a high price like 25-30 manna so it could be restricted to academy heroes for commmon use since others dont have enough manna or cant replenish it so fast as they can(Even warlocks have to take a day off to replenish manna which is quite a lot i think). Although I dont say that Academy is totally bad. Mentor with refined manna or the suppress light and seal of darkness skills or Jhora(winspeaker ability is brutal) by herself are really good things on Academy.

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shassz
shassz


Adventuring Hero
posted June 21, 2006 08:53 AM

Quote:
and since when gating is meant as dangerous offensive weapon?


It is! look at this: http://www.heroesofmightandmagic.com/heroes5/demonlord_skills_abilities.shtml

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Izzachar
Izzachar


Adventuring Hero
posted June 22, 2006 02:04 AM
Edited by Izzachar at 02:05, 22 Jun 2006.

What is all the fuzz about kaspar? Any hero can get that first aid tent? Its not more of a "waste" with another hero then with kaspar. Sure he gets a small buff to the hp healed after some lvs. Worth it? IMO no.

Vladimir ensures raise dead, very nice.

Though Deleb owns all.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 22, 2006 01:13 PM

True, deleb is the best earlygame hero!


Kaspar is popular because he starts with the tent skill - so tent can ressurect. Getting the tent and the skill would require getting blacksmith and having luck when level uping - Kaspar grants the tent when you really need it, in the very earlygame. With it, you can cut many things without any loses, and spend your points in necromancy, let's say, when other hero would have to spend the points in warmachines. Now you understand?

Btw, the animate dead guy has got puny amount of mana, and knowledge isn't necro's prime stat, so after two-three ressurects, you may find his power disabled until finding a well, while Kaspar's power doesn't depend on mana and is more useful.

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Izzachar
Izzachar


Adventuring Hero
posted June 25, 2006 12:25 AM

Ah yes I agree about the mana, once I had 10 mana with vladimir at lv 18 that game didnt turn out that good. But never happend after the patch dunno if its just luck based or if they changed it. I usually have about 60 mana with valdimir now at lv ~15.

So maybe kaspar is better really depends on how you manage to develop your hero, also if there are any +knowledge thingies in the map.

You know delebs first aid tent is as good as kaspars? Thats just one ability away

I wonder if kaspar would benefit from ballista?
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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 25, 2006 12:48 AM

Kaspar's gets better as levels go.
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igniteice
igniteice

Tavern Dweller
posted June 25, 2006 08:39 AM

Kaspar is really on good early game.  Late game the tent heals for a max of something like 330hp after all 3 shots are used.  330hp is nothing.  I use a combo of Lucretia and Vladimir.

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