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Thread: To Kill, or not to Kill - That's the Question! | This thread is pages long: 1 2 · «PREV |
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Istari
Known Hero
Truth Teller, ToH
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posted April 02, 2007 04:44 PM |
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I agree, lvls 1, 4, 5, and 6 are the best transforms in most cases. I still go for the dragon boneyard though. The spectre dragons are a little expensive but pretty powerful when you consider 3 of them to any other 2 lvl 7's. The ore and mercury gets short, but by the time I build the dragon boneyard I don't need the resources for anything else. Also, I take a quick route to $ and don't buy much of an army (use raised creatures for creeping = free) until all my buildings are built so $'s not bad the first 3 weeks when I'm building.
Another interesting thing to consider is building up another castle. The information you posted is perfect when you take a castle that is already built up. However, when I take a neutral town that isn't built up, your information becomes even more valuable in considering which dwellings to build and when.
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Opinions are immunity to being told you're wrong.
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Darkeye
Promising
Famous Hero
of the Deep
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posted April 02, 2007 06:12 PM |
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Edited by Darkeye at 18:13, 02 Apr 2007.
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Yes, I could even have streched the analysis out to which dwellings to build or not; in that case perhaps it would make more sense to the person that go for
the "kill em all". Of course, if you could try building lvl 1, 4, 5 and 6 only that would be the best, but here again, the cost of each creature comes into question again. Whats the point of building up a dungeon when it doen't become feasible to transform until the hydras comes?
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gecko
Tavern Dweller
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posted April 02, 2007 06:37 PM |
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A single Archmage is good to add to each Necro army, for the reduction of spell power needed to caste spells. At least with Neutrals, if I remember correctly, they are not targeted first, so will survive.
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Darkeye
Promising
Famous Hero
of the Deep
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posted April 02, 2007 06:45 PM |
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Edited by Darkeye at 19:01, 02 Apr 2007.
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Quote: A single Archmage is good to add to each Necro army, for the reduction of spell power needed to caste spells. At least with Neutrals, if I remember correctly, they are not targeted first, so will survive.
Sure, and djinns (sultans), witches (matriarchs), inquisitors may all also cast spells as well. As necro you will normally manage with the Mark, but cheaper spells are always welcome when there only is 15% chance of getting Knowledge. in my last game I got far beyond level 20 before getting any extra knowledge from leveling and were even not offered the Mark before late. What a pain.
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Istari
Known Hero
Truth Teller, ToH
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posted April 02, 2007 06:50 PM |
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Interesting idea. Still it's hard to give up creature spots, especially is raising both upgraded and unupgraded versions of creatures. Maybe useful in second army though. I hate having level 5 spells that I can't cast because not enough knowledge, this could help some. How much does the Archmage reduce spell costs?
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Opinions are immunity to being told you're wrong.
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Darkeye
Promising
Famous Hero
of the Deep
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posted April 02, 2007 07:04 PM |
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It's 25%. Usually I only have 4-5 spaces in my necro army as I don't bother having bone dragons or zombies; and a secondary hero after me (hopefully with "Haunting Mines" ) Picking up joined neutrals and some of the raised.
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Istari
Known Hero
Truth Teller, ToH
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posted April 02, 2007 07:18 PM |
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Hero 1- Skel archers, ghosts (haunted mines), spectre's, vampires, vampire lords, lich's, and Archlich's. (I may exchange lich's for wraith's)
Hero2- Skel Archers, ghosts (haunted mines), spectre's, vampire lords, Archlich's, Wraith, Spectre Dragon.
This is the way my army typically looks, although it could vary based on whats on the map to convert using necromancy. Hill fort's are a deliscious treat too. Converting 600 ghosts (gained mostly through haunted mines) into 600 spectre's and upgrading all your collected vampires into vampire lords, makes a big difference.
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Opinions are immunity to being told you're wrong.
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Darkeye
Promising
Famous Hero
of the Deep
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posted April 02, 2007 09:14 PM |
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Yes Hillforts are too good, even with the increased price. They shouldn't be used lightly.
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ZombieLord
Promising
Famous Hero
that wants your brainz...
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posted April 03, 2007 01:06 PM |
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Hill Forts are not too good (only for low level creatures, because of the price ratio), the problem is that Haunted Mines is overpowered. It was not intented to work that way. The AI (which the creators programmed) leaves the Ghosts in the mine's garrison to defend it against enemy scouts. THAT'S how this ability works, it really sucks. If you take the ghosts from the mine, you abuse poor Nival who haven't thought you could do this.
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feluniozbunio
Promising
Supreme Hero
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posted April 03, 2007 06:20 PM |
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Don't say you want to weak necro even more
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Darkeye
Promising
Famous Hero
of the Deep
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posted April 03, 2007 11:56 PM |
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Haunted mines is not that good! You may collect some ghosts and convert them to spectres, but the same applies to transforming footmen and such.
What is so weak about Necro?
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