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Posts from New units in Necropolis. Discussion and selection between upgrades.

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So, what do you say, fellow Necromancers? How did you like the new unit types in version 3.0?
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Explain how the Banshee's "Wail of Despair" ability works in practice. I don't really trust it... Is it worth recruiting them at all?
In reply to Игрок
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Player;124433
Explain how the Banshee's "Wail of Despair" ability works in practice. I don't quite trust it... Is it worth taking them?

I don't think it's worth taking Banshees, as their wail drains a certain amount of health, depending on the number of Banshees, within three squares.
But it's very weak! And Death Knights always drain at least one creature! In my opinion, they are better!
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The Necromancers have become weaker, which is a shame. They weren't a particularly strong faction before, and now they've been further weakened, to the point where even Vampires can stand up to them.
In reply to WitcheR-L
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WitcheR-L;124576
The Necromancers have become weaker, which is a shame. They weren't a particularly strong race before, and now they've been further weakened, even Vampires are better now. :(
If you don't like them, use the older ones. :)

Regarding Banshees: it makes sense to use them when there are many of them; when there are few, Messengers will be better.
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In reply to VaRvArJokeR
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VaRvArJokeR;124534
I don't think it's worth taking Banshees, as their shriek drains a certain amount of health, depending on the number of Banshees, within three squares.
But it's very weak! And Death Knights always drain at least one creature! In my opinion, they are better.

This ability isn't that important at the beginning, but as soon as you have a lot of Banshees, it becomes a big plus. Imagine 40 Death Knights surrounded by strong enemies, and you don't want to lose them, so you attack and use the ability to drain 1 unit, and then they attack, and you might lose N units. But if you have Banshees and use the ability, all enemies will take damage as if they were hit by ~20 Banshees each. Now I choose Banshees because of this ability, and let's not forget that all new creatures have higher damage, cunning, defense, or initiative than the old ones. I'm more worried about the undead limit (dark energy); that's what really weakened the undead...
I also advise replacing zombies with new ones; there's more benefit from them.
Всадник СМЕРТИ
- Смерть - судьба всех и каждого.

Очень Хаотичный Лидер Клана "Рыцари апокалипсиса"

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Initially, this ability isn't that significant, but once you have a large number of Banshees, it becomes a major advantage. Imagine 40 Deaths surrounded by strong enemies, and you don't want to lose them, so you attack and use the ability to remove one unit. Later, they attack, and you might lose N units. However, if you have Banshees and use the ability, all enemies will take damage as if they were hit by ~20 Banshees each.
These are all your Necromancer fantasies.
Mournful Wail
This creature can deal damage to all living enemy units within a three-cell radius. The amount of damage depends on the enemy's morale and the distance to them (an activated ability).
Base damage = (10 - target's morale) for each Banshee in the unit. Units adjacent to the Banshee take full base damage, units standing one cell away take half, and units standing two cells away take only a quarter of the base damage.
For example, if 15 Banshees use the ability on a unit standing next to them and having a morale of 1, then (10-1)*15 = 135 damage will be dealt. And to a unit standing two cells away with a morale of -2, (10+2)*15*0.25 = 45 damage will be dealt.
The Wail is only effective if you are surrounded on all sides, preferably by high-level creatures, and there are many of them. This is an unlikely situation.
Now I choose Banshee names based on this ability, and let's not forget that all new creatures have higher damage, cunning, defense, or initiative than the old ones.
You're not paying enough attention. For example, a Banshee has lower attack, defense, and damage than a Herald, but it has more hit points. In general, the Necromancer's alt is not very interesting.
In reply to WitcheR-L
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Well, if you think about it, Banshees aren't that much weaker than Harbingers, so they don't differ significantly in direct strength. They have another advantage – they cost less Dark Energy. The situation where Banshees are surrounded isn't that unlikely. For example, if a strong opponent plays in a dense formation for defense, then Banshees positioned near this formation can very effectively use their scream and, importantly, won't take damage in return. The Harbingers' Icy Touch can also be applied in a limited number of situations – against Phoenixes (!!!!!) and in the early stages (when there are few units) – so there isn't much of a difference between them; Harbingers are slightly tougher, and Banshees are slightly larger in number. I completely disagree that the Necromancer alternate is uninteresting! New Liches, Specters, Dragons, and Zombies are, in my opinion, much more advantageous.
WitcheR-L;124576
Necromancers have become weaker, which is a pity. They weren't an outstanding race before, and now they've been weakened even further; they can't even compete with Vampires anymore. :(
The weakness of Necromancers is only noticeable in long games. In the early stages, raising 20 Greater Vampires in a week is more profitable than raising a hundred skeletons. Because of this, the balance among Necromancer heroes has changed – Vlad has become much weaker, while Lucrezia, on the contrary, is now perhaps the best in the undead army
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HumanSt
The disadvantage of Necromancers is only noticeable in long games. In the early stages, it is more profitable to raise 20 higher vampires in a week than a hundred skeletons. Because of this, the balance of Necromancer heroes has changed - Vlad has become much weaker, and Lucretia is now perhaps the best in the undead army.
Yes, this has greatly affected the Necromancers, but still, the development of the undead is a bit slower at the initial levels compared to other factions, while the capture of resource-providing objects happens a bit faster during gameplay. Losing a day means losing a week in terms of army development, which is a loss of n units of troops. But if you capture and build what you need, you gain + troops, which means + resources and more.
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Actually, I think that Necromancers, especially at the beginning, can conquer all the mines very quickly by raising undead...
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Player
No, on the contrary, I think Necromancers capture all the mines very quickly at the beginning by raising undead...
Well, it also depends on the hero. Take Kaspar, for example; with him, you can conquer mines much faster and with fewer losses, or even without any losses at all, compared to someone like Naadir, who would lose twice as many troops!
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VaRvArJokeR;125128
I also think that Necropolis has been buffed! Especially in the early stages, they develop very quickly!:cool:

I completely agree, they develop very quickly in the early stages...

It's commendable that you can calculate, Fireball; I don't really pay much attention to numbers, but in practice, they perform better in battle than Messengers...
Всадник СМЕРТИ
- Смерть - судьба всех и каждого.

Очень Хаотичный Лидер Клана "Рыцари апокалипсиса"

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Darkness_Knight
I boldly say that Archlich and Vampire are the best! And that says it all!!!!!
Not only do they perform well on the battlefield, but all the others are good in their own way.
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Well, I don't find dragons to be very useful... =( At least they don't fit my gameplay strategy...
DeaD is 2nd LifE :smile24: :smile02:
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Dr@G0N
Well, I don't think dragons are useful... =( At least they don't suit my game strategy...
Don't say that, even though they are the weakest of the last-tier units, they are good in their own way, and even very good. If they don't suit your strategy, it means they will suit another tactic and might even be better than yours. :D


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