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I must disagree with you here! Magic is not tied to ideology in any way (and even the connection with races is quite relative). Overquoting
Firstly, when the game reaches a very late stage and the armies become very large, then summoning and chaos (especially) become less effective, while darkness and light come to the forefront. Therefore, I don't see anything reckless in replacing summoning with light. Although, indeed, Necropolis often already has mass slow and sometimes mass stone skin... (maybe the best option is to stick with darkness?). As for ideology, I believe that divine retribution is not strongly associated with necromancers, although, in principle, neither is empathy...
Well, in my opinion, summoning with high spell power is not that irrelevant in the late game, because raising the dead will be one of the most useful spells at the end of the battle! You can play as Vlad, and he will raise a lot of troops. In general, in the late game, it's unlikely that anyone will switch from Darkness to Light, and therefore you have to switch to summoning.
Gunslinger
18 years ago
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In my opinion, summoning is still quite relevant in the late game, especially with high spell power, as raising the dead will be one of the most useful spells at the end of the battle. You can play as Vlad and he will raise a lot of troops. In general, in the late game, it's unlikely that anyone will switch from Darkness to Light, so you have to switch to summoning.
I don't argue, but there are also mines, frenzy, and other spells, and summoning is also very useful at the start. This magic is very dependent on the hero's spell power, which means that late game + summoning is still very relevant. Darkness magic: it is also good in the late game, firstly, mass spells, blind, and vampirism, etc., do not lose much of their usefulness in the late game. Light magic, by analogy with darkness, can also be taken in the late game, even for a necromancer. I think light + darkness for a necromancer in the late game is a very good combination. And I would also like to express my IMHO regarding the question of ideology. You don't need to look at and tie the ideology of a race too closely to real battles, as originality is always welcome and helps to win battles. For example, Light doesn't suit Necromancers (this is being discussed), and machines don't suit the Elves, but machines are a very useful thing for the Elves (you know why, I won't explain), and now, because of ideology, should they not be taken? You need to use all the ways to achieve victory (I think I went too far)...
Майор Вихрь
18 years ago
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Well, they really jumped on me here :) I was just joking, and the smiley I put at the end of the sentence indicates that. Of course, if it's worth it, ideology doesn't matter... Refusing to take Haven units solely because of ideology is the same as choosing heroes, races, alt-upgrades, etc. based on their appearance. If there's an opportunity, you can level them up... If you want, you can even create a decent Knight from a basic conscript :) Although, that's a pretty rare sight (but let's remember the dueling preset for Iris).
Cheri@
18 years ago
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Necromancers don't need light! Look at their abilities; I think they're useless, plus Necromancers can't use some types of magic at all! Darkness is more than enough! And you can't nerf summoning! Resurrection is very effective in the late game. Vampires may lose hit points, but they also get resurrected in large numbers! As a result, the opponent's attacks are useless; they can attack three times, but I can resurrect everyone in one turn (for example).
I don't want to write about every light spell, but for example, antimagic is useless in a game against a human. They'll immediately change their tactics.
Teleport isn't needed either, except when attacking a castle.
Yes, and about divine retribution. It's terrible! Who needs to lose a lot of their army in order to cast magic later? And it's impossible to convince an opponent to attack skeletons when there are living vampires!
Yes, and about Divine Retribution. It's not very good! Who wants to lose a huge part of their army just to cast a spell later? And it's unrealistic to convince your opponent to attack skeletons when you have living vampires!
No one wants to lose their army, but if the circumstances are such that they do lose it?)))...That's when Divine Retribution comes into play, especially if your Necromancer has a decent spellpower... It practically levels the playing field again.
Майор Вихрь
18 years ago
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Divine Retribution seems scary, huh? When a hero with a spell power below 10 can deal over 1000 damage, is that concerning? In the endgame, significant losses are always inevitable. The damage from Retribution is calculated based on the number of kills the enemy stack has achieved, and considering the number of creatures the Necropolis has, as well as its spellcasting abilities, Retribution can only be described as overpowered... And if we consider the Necropolis as a "light" mage, then, most likely, the first few turns will be spent casting mass spells, followed by other spells, including Retribution.
Dracon Малласа
18 years ago
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+ raising the dead, he raised the dead. They killed them, he raised them again and cast Divine. Revenge.
Well, if that's the case, then a great spell would be not "Divine Retribution," but "Antimagic" on the vampires! They'll have a blast! And you can make it affect a large area.
Майор Вихрь
18 years ago
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Not necessarily... By casting antimagic on them, you won't be able to cast any light spells on them anymore. But I imagine new vampires under a punishing strike and divine power... Although, we probably won't have to choose, divine retribution and antimagic are on the same level.
And it's not a given that the opponent will be a dark mage... If we're dealing with a light mage, we might not even need to use antimagic :) Unless the opponent has divine power.
If you play without Summoning, then I don't see much point in Lucretia, because Magic becomes practically useless.
:smile07: :smile07: :smile07: Hmm... It's very strange to hear this from an experienced player, especially an experienced Necromancer:confused: Who was it that said something about a "great forum"? I, for one, naively thought that the point of Lucretia was in powerful Vampires:smile24: and I tolerated Magic as a necessary evil for such a wonderful specialization. I'll say right away, this is just my opinion (IMHO) about the usefulness of Magic for a Necromancer; we can argue about it in another thread (I personally only take it for the Town Portal spell).
Major Whirlwind
"I would like to remind you that people are people; they are neither evil nor good."
I agree! However, I'm not talking about PEOPLE in general, but about the HOLY EMPIRE OF GRIFFON. After all, Markel, Arantir, Zoltan, Ravena, and Ornela, despite being Necromancers, are also people. Plus, some mages from the Silver Cities. Yes, by the way, about "good" and "bad." For example, I don't directly associate Light with "good" (see the icon of Righteous Wrath). And in life, I wouldn't want to meet some Inquisitor any more than a Demon. But that same Inquisitor doesn't really fit in my head with Tmo. So, in my opinion, you're wrong here – ideology is one thing, and the type of magic is something completely different.
As for the situation, it's not that rare: a deep late game, Lucretia, and castles with Light spells can be "set up" this way.
Yes, of course, you can create other spells, but this one works well against Town Portal. Although a Warlock can break through antimagic, it doesn't do it completely. So, I made vampirism for vampires and antimagic, and then onward. But losing 2 turns for the hero is a bit much. Still, there will be a large selection of magic! Just make a mass slow and speed spell, a punishing strike, and stone skin, and the Necromancer's mark, and then weakness, and something else – that's an idiot's dream.
Well, I applied vampirism to the vampires and antimagic, and off we go, but losing 2 turns for the hero is a bit much)))
Antimagic cancels out vampirism... the point is lost.
Майор Вихрь
18 years ago
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Dracon Mallasa;164794
Why do vampires need vampirism? They already drain life normally.
Why wouldn't they? They'll drink even more then. Imagine a vampire draining 1.5 times the damage dealt. And what if it's an alt-vamp under divine power and/or righteous strike?
An off-topic question arose. Will vampirism work with ranged attacks?
Makc512
18 years ago
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and I found a use for light with the Necropolis...
I'm currently playing with a friend, we're both level 25-26, on a huge map with an underground. He's playing as a Barbarian. We'll both have super skills, meaning we have a teacher. He's very confident in the Barbarians' invulnerability (and Barbarians really are overpowered), but I decided that the only foolproof way to kill a pumped-up Barbarian would be... Divine Retribution + a lot of meat. Accordingly, Creature Ability + expert light + a Revenge spell bought in the shop for 15 crystals will do its dirty work :) Moreover, the first half of the battle will be standard - I'll be casting mass buffs, and he'll be killing my units in packs. He'll find out about Revenge in the second part of the battle, when I start taking out his stacks one by one :)