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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»
lumpor
lumpor


Adventuring Hero
posted July 06, 2009 04:41 PM

Oh right...

But last stand must be quite good with Naadir, right?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 06, 2009 04:49 PM

Indeed. And yes, of course the elementals were my strong card. But you don't see what insane creeping I did to get to that point with Naadir's special.
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 06, 2009 08:21 PM

Does anyone ever go for Howl of Terror? Naadir would be quite nice for that since he already has Summoning and Dark. Of course, missing on Fire Warriors and Mass Slow is quite a hindrance...

Now that I think of it, Howl of Terror is actually quite bad. It just about replaces Mass Slow (less reliable but slightly higher payoff in theory; no mana cost but full turn spent).

I also note you picked Elemental Balance. Is it really worth it unless you're facing another Necromancer or a Wizard? I don't recall being in a situation where the effect has ever kicked in.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 06, 2009 08:29 PM

Howl is worthless and on top of that consumes a full round. Mass slow is an extra +30% initiative reduction at half the time, as for -1 luck and morale it is not enough. Elemental balance is highly specialized, who told you I wanted to get it?
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lumpor
lumpor


Adventuring Hero
posted July 06, 2009 10:54 PM

Banshee howl only takes half a turn with the death's embrace set at least.

I got howl with arantir, in the necro tote campaign, and fought Orlando in the last battle. The times I started with howl of terror I lost, but when I opened with puppet master on the firehound, I easily won.

With both level 5 dark spells and level 5 summoning spells, howl of terror is hardly worth the turn it takes, let alone sacrificing mass slow. And that was with death's embrace set, so banshee howl gets increased effect and takes only half a turn. If I hadn't had it... Wow, howl of terror would suck

So yeah, I've tried it in practice, and it wasn't worth it.
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 06, 2009 11:11 PM

Quote:
Banshee howl only takes half a turn with the death's embrace set at least.


In theory. In reality, it's bugged. The set would obviously make it more worthwhile (all the more with the full set bonus debuffing enemies suffering from bad morale) but you can't really rely on getting two pieces, much less four.

Quote:

I got howl with arantir, in the necro tote campaign, and fought Orlando in the last battle. The times I started with howl of terror I lost, but when I opened with puppet master on the firehound, I easily won.



That's actually about the one spot where howl can really shine, with a full set and the enemy sporting the lion's set (and gets extra turns with the Empathy effect).
But even there you'll want to wait for the gated stacks to arrive before using it. If the halved turn to cast it worked, it would be a fine opener too.
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Dargor
Dargor


Adventuring Hero
posted July 07, 2009 08:28 AM

And besides, when You try to get Howl, then you screw up your Enlightment Skills. +5% Necromancy is hard to notice, +2 Sp O.K it can be, but schoolar??
I prefer the Inteligence skill list (free 2 sp. and know. And it can even give you some cash

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lumpor
lumpor


Adventuring Hero
posted July 07, 2009 11:21 AM

Ahh, death's embrace is bugged. I really thought so, since when I saw Aratirs move and his next move on the atb bar, the next move didn't switch place when he cast banshee howl.

Yeah, I noticed Orlando had ALOT of morale. I had cloak of death's shadow, spectral dragons, and ring of the broken will. I think his morale still was at 5. Then banshee howl reduces it by 8 more, and then it was -3 or something I think. So I reduced morale by 13, and he ended up with -3.

I really had alot of use of scholar in the campaign, and at the end I never ran out of mana.

The scholar path gives +5% necromancy skill and scholar (and ultimately howl of terror).

The intelligence path gives 1 knowledge, 50% more mana, 1000 gold and 1000 experience.

I think the scholar path is much better.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 07, 2009 11:52 AM

You place a lot of importance on paths, I tend to get the bare necessities only. In which case intelligence and arcane intuition though if I can spare the level the spellpower perk isn't bad.
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 07, 2009 01:28 PM
Edited by Nirual at 13:29, 07 Jul 2009.

Thinking about it, I'd rather take Mentoring over Lord of the Undead. Mentoring my assistant heroes is sure to get me more DE income than that measly 5% (if it even affects DE).

And Intelligence is never wasted on a Necromancer.
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lumpor
lumpor


Adventuring Hero
posted July 07, 2009 05:23 PM

Well of course, mentoring is much better than lord of the undead, I was merely talking about wizard's reward + graduate.

I'm mostly only iterested in abilities. The skills themselves are boring, and I only select them to get more abilities.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 07, 2009 06:03 PM

Don't underestimate the base skills. Magic skills in particular make a huge difference. (Just cast spells from a tome without the skill and you'll notice the difference).

Enlightment is another strong example with the massive stat boost. Scholar is borderline useless for main heroes, Arcane Intution varies, Intellect is good for heroes with low knowledge and most of the secondary perks are kinda meh compared to the effect of Enlightment itself. 2 spellpower compared to 50% increased stats? The extra gold is helpful early on though, admittedly.
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lumpor
lumpor


Adventuring Hero
posted July 08, 2009 12:00 PM

Yeah, exactly those are the two skills I do not only get for abilities. Enlightment and magic schools. Oh, and sorcery too
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Dargor
Dargor


Adventuring Hero
posted July 08, 2009 03:35 PM

Well i take Defense only for the ab, like vitality or evasion
As for magic schools, yes they are great (8 land mines instead of 2 ]:-> and you can give tons of these
But as this is a strategy topic... if you play on a high difficulty lvl (you start with 20 ore/wood, less cash etc, and a tier 1 town, it suddenly comes to choose between some buildings, and my question is, when do you build vampires, because they require lvl 9 and tons of res, and frankly i prefer liches and Citadel/Castle first, but that is just my opinion

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 08, 2009 06:31 PM

Depends on what creatures you need to get out of the way for more ressources. Of coure, with the new, shinier Necromancy you can just raise some, and you don't need that many for early on.
Finding the right enemies and killing them easily may be another issue alltogether since they are mostly raised from the speedy types.

I tend to get them before Liches, though. As much as I like shooters, Vampires just do better early on, especially considering neutral stacks won't be close enough together until they start bunching up on yours.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 17, 2010 03:18 PM

i prefer liches too. plus you can raise the lost population of vampires easily after that.

have in mind that skeleton archers upgrade is a must on poor maps.
It really helps you gathering resourses and artefacts in the early stages  .
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tann_141
tann_141


Known Hero
posted March 18, 2010 02:44 AM

i just had a duel using necro.. i know it's not quite the same.. but im just gonna throw this out there... expert defense, power of endurance, vampirism and arcane armor on wraiths... and it's gg.. they simply will NOT die.. toss in some mass confusion, slow, suffering, or weakness to really kick ass XD

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necromance
necromance


Hired Hero
Town Pillager
posted April 15, 2010 03:06 AM
Edited by necromance at 03:08, 15 Apr 2010.

necromancers are the best but its quiet a dissapointment to see dread knights are replaced!



wraithes dont deserve lvl 6!!!

i think the vampires rule by there draining skills

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 15, 2010 10:03 AM

IMO they are not as strong as they were in Heroes 3

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 15, 2010 02:13 PM

Tsk tsk In all heroes faction strength is tied to the map features, there is no such thing as necro imba or weak necro.

Btw vampires are relatively weak, draining power is not worth the hype. A paladin attack will kill 1/3 or half of them and then they won't be able to bring back their numbers easily. Any other lvl 4 unit is stronger in terms of might stats or special. Now in tote things are different but only because torpor is a broken ability that activates on 95% of the attacks.

Anyway the thread's purpose is strategy and tactics so offtopic comments will be deleted.
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