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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»
shassz
shassz


Adventuring Hero
posted June 22, 2006 03:45 PM

Quote:
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!


Y? You can get expert on light magic 2. And I said its more useful for undead.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 22, 2006 03:52 PM

omg...

you can be expert with all the subskills if you want, but you won't have the spells. get it?
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shassz
shassz


Adventuring Hero
posted June 22, 2006 04:04 PM

Quote:
omg...

you can be expert with all the subskills if you want, but you won't have the spells. get it?


So if a school is not accessible in your castle its not accessible for you?

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kendo
kendo

Tavern Dweller
posted June 22, 2006 04:33 PM

Quote:
Quote:
omg...

you can be expert with all the subskills if you want, but you won't have the spells. get it?


So if a school is not accessible in your castle its not accessible for you?


doesn't have to be accessible in your castle, but has to be accessible in some castle.  so if you know you will be fighting certain opponents and count on taking their castles that do specialize in the spells you want, then it could work.

it's usually better to consider taking skills that you know will be supported by your castle.  but to each there own, that's what makes it interesting

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 22, 2006 04:53 PM

Quote:
So if a school is not accessible in your castle its not accessible for you?


are you being thick on purpose? If you don't have it in your castle, where do you learn it from? From your opponent's castle? But you have to take it, first. Without the spells you're specializing in. And, you have to hope they appear in his Guild too. And, obviously, that their castle specializes in the school you want in the first place.

Look, in my last game with Inferno, i got Expert Light and Master of Blessings because i happened to have Divine Strength in a nearby Shrine. BUT, it was purely situational! You can't say "Light is better than Dark for Inferno" because you have to include the fact that you are likely to get only one spell, two at most. And in the same fashion, you cannot say "Light is better than Dark for Necro".
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shassz
shassz


Adventuring Hero
posted June 22, 2006 06:08 PM

Quote:
Quote:
So if a school is not accessible in your castle its not accessible for you?


are you being thick on purpose? If you don't have it in your castle, where do you learn it from? From your opponent's castle? But you have to take it, first. Without the spells you're specializing in. And, you have to hope they appear in his Guild too. And, obviously, that their castle specializes in the school you want in the first place.

Look, in my last game with Inferno, i got Expert Light and Master of Blessings because i happened to have Divine Strength in a nearby Shrine. BUT, it was purely situational! You can't say "Light is better than Dark for Inferno" because you have to include the fact that you are likely to get only one spell, two at most. And in the same fashion, you cannot say "Light is better than Dark for Necro".


I think its better. Its just harder to get.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 22, 2006 06:13 PM

ok, whatever.
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shassz
shassz


Adventuring Hero
posted June 24, 2006 08:38 PM

Ive been thinking about this and looked the summoning magic spells and I just dont see y did necros get this for specialty. Possibly for raise dead. But that could fit into light magic. The problem with that prolly is that some nations who can use light magic should not get this spell. Id still love to see light magic for undead.

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Thanatos
Thanatos


Known Hero
posted June 25, 2006 02:43 AM

Quote:
Ive been thinking about this and looked the summoning magic spells and I just dont see y did necros get this for specialty. Possibly for raise dead. But that could fit into light magic. The problem with that prolly is that some nations who can use light magic should not get this spell. Id still love to see light magic for undead.


It's not light magic and it shouldn't be, as it's effect is way too cruel to be light magic. This is because any non undead troops you raised will die again at the end of the battle. Not very light magic like...


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Vicheron
Vicheron


Known Hero
posted June 25, 2006 11:38 AM

Dark spell is better for Necros than Light. Other than Righteous Might and Cleansing, Dark Magic spells are better than their Light counterparts. Righteous Might is good due to the low attack of the Necros and even though Vulnerability is stackable, it doesn't affect all the enemies. Cleansing is useful when fighting an enemy that specializes in Dark Magic, even though Undead creatures are immune to more than half the Dark Magic spells, they'll still be crippled by Slow, Suffering, and Vulnerability. With the other spells, Slow is better than Haste, Confusion is much better than Deflect Arrow, Suffering is pretty much the same as Endurance, and Weakness is better than Divine Strength since creatures of other factions generally have higher damage ranges than Necro creatures.

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Buffysboy
Buffysboy

Tavern Dweller
posted June 25, 2006 11:51 AM
Edited by Buffysboy at 11:53, 25 Jun 2006.

Light can counter Dark and vice versa, however Light bypasses magic resistance, dark doesnt.

Quote:

doesn't have to be accessible in your castle, but has to be accessible in some castle. so if you know you will be fighting certain opponents and count on taking their castles that do specialize in the spells you want, then it could work.

it's usually better to consider taking skills that you know will be supported by your castle. but to each there own, that's what makes it interesting  



I doubt that it will be successful because your hero chooses a skill which is not supported by your town and how could you conquer another human opponent's town if your hero is almost useless?

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shassz
shassz


Adventuring Hero
posted June 29, 2006 03:31 PM

Quote:
Quote:
Ive been thinking about this and looked the summoning magic spells and I just dont see y did necros get this for specialty. Possibly for raise dead. But that could fit into light magic. The problem with that prolly is that some nations who can use light magic should not get this spell. Id still love to see light magic for undead.


It's not light magic and it shouldn't be, as it's effect is way too cruel to be light magic. This is because any non undead troops you raised will die again at the end of the battle. Not very light magic like...




Well it revives ppl and it works pretty much the same as resurrection(which is now a light magic spell) without specialisation in H3(if i remember well) with the difference that you can keep your units if they are undead.

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shassz
shassz


Adventuring Hero
posted June 29, 2006 03:39 PM

Quote:
Dark spell is better for Necros than Light. Other than Righteous Might and Cleansing, Dark Magic spells are better than their Light counterparts. Righteous Might is good due to the low attack of the Necros and even though Vulnerability is stackable, it doesn't affect all the enemies. Cleansing is useful when fighting an enemy that specializes in Dark Magic, even though Undead creatures are immune to more than half the Dark Magic spells, they'll still be crippled by Slow, Suffering, and Vulnerability. With the other spells, Slow is better than Haste, Confusion is much better than Deflect Arrow, Suffering is pretty much the same as Endurance, and Weakness is better than Divine Strength since creatures of other factions generally have higher damage ranges than Necro creatures.


On the 1st 3 levels light and dark magic are mostly countering each other and since necros dont have a nice shiny level 7(my opinion could change if theyd give back aging ability to the dragons) light magic`s irresistable(since no harm effect) stat booster spell would make some great improvements to the necro army. Though Gus had a point with that these spells are someway harder to get than summon or dark magic which are preferred schools by necros.

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mad_elemantle
mad_elemantle


Hired Hero
posted January 19, 2007 02:18 PM

Quote:
Quote:
Ive been thinking about this and looked the summoning magic spells and I just dont see y did necros get this for specialty. Possibly for raise dead. But that could fit into light magic. The problem with that prolly is that some nations who can use light magic should not get this spell. Id still love to see light magic for undead.


It's not light magic and it shouldn't be, as it's effect is way too cruel to be light magic. This is because any non undead troops you raised will die again at the end of the battle. Not very light magic like...



you can see light magic for the undead.theres the twilight skill.

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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted January 19, 2007 11:18 PM

Attack (BF, PoS)
Summoning (Master of Life, Haunted Mines)
Sorcery
Luck
Logistics (Silent Stalker)

Is my choice

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cookie
cookie


Adventuring Hero
*cookie magic*
posted January 20, 2007 01:22 AM
Edited by cookie at 01:24, 20 Jan 2007.

Necro pwn with dark/summon/sorcery

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Fortress_fan
Fortress_fan

Disgraceful

posted January 20, 2007 12:24 PM

Important:

-Dark Magic (Main spell school)
-Summoning Magic (Other main Spell School)
-Attack (Perfect for weak necro troops, and the hordes of Skeleton Archers)

Good ones:

-Logistics(Perfect when travelling on non-native terrain)
-Enlightenment(Always useful, more spellpower and defence)
-Leadership(Very underestimated, useful for mixing Academy/Haven/Sylvan troops but most important Diplomacy + Herald of Dead which boosts the Army with new undead recuits)

Avearge ones:

-Luck(Usefull to all, not that important)
-Defence(Petty good, but Necromancer have Defence as second primary skill, so it is not that good)
-Destructive Magic(Good, considering that Necromancers have high spellpower, but it should only be taken if capturing a Dungeon/Inferno/Sylvan/Fortress town)

Bad ones:

-Sorcery (Only useful if you take it along with destructive. Otherwise, not worth a slot)
-Light Magic (Only really useful for Berein in his campaign, because he often starts with a Haven town. Light magic damages undead and demonic troops. Can be put on any Haven based Necromancer)
-War Machines (Only useful with Kaspar, Necropolis strength lies in its numbers and in strong Vampire Lords/Archliches, not in war machines)

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 20, 2007 01:31 PM

Quote:
Important:

-Dark Magic (Main spell school)
-Summoning Magic (Other main Spell School)
-Attack (Perfect for weak necro troops, and the hordes of Skeleton Archers)


Summoning isn't that good for necro. You're no academy hero.

Quote:
Good ones:

-Logistics(Perfect when travelling on non-native terrain)
-Enlightenment(Always useful, more spellpower and defence)
-Leadership(Very underestimated, useful for mixing Academy/Haven/Sylvan troops but most important Diplomacy + Herald of Dead which boosts the Army with new undead recuits)



2% chance for leadership? Aww. Besides, mainly low-level creatures want to join, and I'd rather convert them to skellies anyway.

Quote:
Avearge ones:

-Luck(Usefull to all, not that important)
-Defence(Petty good, but Necromancer have Defence as second primary skill, so it is not that good)
-Destructive Magic(Good, considering that Necromancers have high spellpower, but it should only be taken if capturing a Dungeon/Inferno/Sylvan/Fortress town)


I totally disagree about def being useless: Vitality is one of the most important things a necromancer should get, like battle frenzy, because it makes skellies 2x better. Defence and attack have highest priority in developing your hero. Luck, on the other hand, may be gamebreaking(double damage with skellies? ouchh..) Definitely a great and crucial skill: too bad necros have so tiny chances of learning it.

Quote:
Bad ones:

-Sorcery (Only useful if you take it along with destructive. Otherwise, not worth a slot)
-Light Magic (Only really useful for Berein in his campaign, because he often starts with a Haven town. Light magic damages undead and demonic troops. Can be put on any Haven based Necromancer)
-War Machines (Only useful with Kaspar, Necropolis strength lies in its numbers and in strong Vampire Lords/Archliches, not in war machines)


I agree here. Tent is not needed since you have animate dead on every hero and tanky vamps. Ballista would suck with your low ATT/Knowledge. Only ammo cart may be useful (don't laugh, +3 att for 2000 skellies makes a HUGE difference..) but I don't think it's worth a slot. Sorcery sucks with huge focus on mass spells, but it may REALLY help with frenzy and puppet, and lower mana cost of such spells is always welcome, so if you got puppet in your guild, go for sorcery. Light magic is great choice, but you can't really get enough spells in your town and only 2% chance makes it rather impossible to get ~~

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 20, 2007 02:10 PM
Edited by Elvin at 14:11, 20 Jan 2007.

You pretty much summarised my thoughts. Most crucial I view attack and dark. Then it's defence for might, logistics any time you get it and summoning if you get phantom forces. Not something to underestimate Luck is an awesome pick especially for Deirdre But...And enlightenment is only useful for intelligence if you go magic. Not much to gain otherwise.
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theluCas
theluCas


Adventuring Hero
thiNk
posted January 20, 2007 02:51 PM

How many initiative cost attack -> battle frenzy -> cold steel -> mass haste? It cost whole or half a round?

I find sorcery nice, coz this combo has to be casted asap:
mass slow mass confusion, mass haste, banshee howl. 8+13+8+0 mana.

good skill are
1)necromancy
2)attack
3)dark
4)defence
5)summoning
6)sorcery


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