Skip to content

Development of a Necropolis mage hero

User Avatar
#10
Auto-translated
Taimer
In such situations, I usually have this strategy: the Necromancer can't cast two spells at once. The Necromancer just goes all-in, casts magic resistance (with that, a stack of 20-30 weavers gave me about 400 damage). And we just dismantle the entire pyramid. The first damage is absorbed by the Jaguars, and then we focus. By the second turn, it won't matter whether Stone Skin is active or not. Weavers in the Mage's combat form are just laughable. And then, depending on the situation. That's usually how my battles go.

I'm not saying I always win; sometimes I lose when the Necromancer starts doing certain things that aren't standard. And in general, I don't believe in the idea of an unbeatable enemy; any army can be destroyed.

I agree, any army can be destroyed. It's not about the army, but about the player controlling it. If you encounter a newbie or an idiot who hasn't read about the troops, doesn't know the abilities, and casts spells randomly, you'll win even in a seemingly losing matchup.
It's just that Necromancers have too good units and too powerful faction bonuses.

Weavers, for example, turn into killers of everything when controlled by a Mage. And, in addition, they apply a stun for 1-2 turns on those unfortunate souls who reach them in the first or second turn.
You can especially cynically bully Barbarians and Monks, who immediately rush towards the Weavers and focus on them. In a couple of turns, the attacking stacks are dead, the player writes something like "Necromancers need to be nerfed," and leaves.

I've only encountered the "Turtle" of the Alliance a couple of times. It's unpleasant when the Cleric plays a control game and deals damage with Holy spells. But whatever, we play the spellcasting game first – we control them with Elementals and focus on Vestals and Archers in turn.
The trick is that the Alliance has difficulty completely blocking the Archers with their troops, especially if they also want to pressure the Necromancers with Angels and Knights.

And the Archers are only strong if the hero is a Warrior. For a Mage, Holy spells and Vestals with their magical attack are more dangerous. In general, everything is good for a Warrior hero; luck and morale are frequent. But their attack is only slightly stronger than that of a properly built Reaper (yes, with +5 to physical defense). So, Archers will be unpleasant with a Blood Reputation and skills invested in + to ranged attack and Giant Killer. In other cases, they are just meat, although they do pierce the Necromancers' defensive formation.

Anyway, let's play a duel closer to the weekend.
As long as they don't send a beta key for Star Wars: The Old Republic, otherwise, forget Heroes, let's go be Jedi :P