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Posts from What skills should Necromancers take when facing Orcs on a very large map?
Defense isn't as important for them! They have Rage, which absorbs damage! It's better to use a mass plague spell... so that the Rage is removed. And without Rage, with their low HP, they will die quickly!
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
Orcs already have a decent amount of health points... Mass Plague isn't a good option, unless you're playing on an easy difficulty level (it doesn't deal enough damage otherwise), but when defense is reduced, no amount of Fury will save them...
So many centuries So many Gods We were the prisoners of our own fantasy But now we are marching Against these Gods I'm the wizard, I will change it all Valhalla - Deliverance Why've you ever forgotten me
19.08.2008 СК Олимпийский.Я запомню это навсегда!!!
But at a high skill level, Berserk or Mind Control can be quite effective, and believe me, it helps a lot against Cyclops and Chieftains, and Rage only plays to your advantage.
We were playing with a friend, I was Necropolis, and he was Fortress, on a large map. We both developed to level 30. I had twice the army size, but I barely did any damage to him with my large goblin army, and I even had better artifacts. Question: are Orcs overpowered, or what? If not, how do you fight them? They attack very often.
I don't think Orcs are overpowered; they're just a strong faction. I advise rushing them; you need to finish them off quickly before they get to Cyclops. And Darkness is effective against Orcs. Although, it's better to develop two schools of magic, otherwise, they might take Antimagic. Also, taking Cursed Lands in Darkness is essential; it greatly reduces the Orc's attack.
In principle, the army's superiority should be more than twice as great! Orcs shouldn't be allowed to develop for too long, although if you don't rush, they will ultimately win.
I would level up like this:
Hero Daidre:
1st option: level up Strength, Defense, and Magic.
2nd option: Darkness (up to Cursed Lands, Master of the Mind), Education (up to Mentor), Defense (up to Last Stand), Logistics (Sharp Mind), Luck/Magic.
Darkness, darkness, and more darkness! Even when completely suppressed and with a full set of dwarven artifacts, it remains a plague for the Stronghold. Leadership – forget about it!!!!!!! I don't really understand why it's needed for the Necromancer. You could also try Light in addition to darkness + the Twilight perk (if you have castles with Light magic). Warriors will be greatly strengthened, and most importantly, it's unlikely that the Orc will be able to suppress Light, and resistance won't help either. In my opinion, the only choice for a late-game hero is Lucretia!!!!!!!!
Added 5 minutes later
Defense (until the last battle)
What for????
I have a question about the battle between Necropolis and Stronghold, but regarding the creatures, not the city development. I couldn't find a more suitable topic, so if there's a better place to ask this, please let me know:
Specifically:
Cyclops, Free Cyclops, Blood-Eyed Cyclops.
The full manual doesn't mention any restrictions on using the Mind Control spell on these creatures. However, while reading this thread, I came across comments stating that some modifications are indeed immune to it. Is this true?
And if so, which modifications are immune, and which spells are ineffective?
Cyclops, Free Cyclops, Blood-Eyed Cyclops. In the complete manual, in the description of creatures, there is not a word about the impossibility of casting mind control spells on them. However, while reading this topic, I came across statements that some modifications cannot be controlled:( Is this true?
And if so, tell me which modifications cannot be controlled, and which spells.
It's just that with a fully upgraded Darkness artifact, the level of Darkness spells decreases by 1, i.e., mind control cannot be cast on creatures of level 7, in particular, on cyclops.
Nah, Nazg, I think the point was, why fight to the bitter end?
Personally, I don't fully support that as a late-game option. It's better to take Readiness, even though it's not that easy, but it's quite achievable. Tactics also play a role, because for an Orc, it often provides +1 to speed, and some might not be able to keep up without it. And our creatures are already ready, in a strong defensive position, and guaranteed to strike first. The Orc won't have anything left to do but run for his life, because the question of which hero is the stronger caster is already settled :)
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
No, Nazg, it seems the question was, why fight to the last?
Damn:smile52: Kill me. Of course, I meant Readiness. Besides, it synergizes well with Resilience, which is useful for a large Necropolis army. So, I'll join the question: why take Battle Discipline?
By the way, what do you think, is it worth taking Cursed Land? Yes, it's good at reducing Orc's Rage at high levels, but... wouldn't it be better to take Lord of the Cursed and Lord of the Mind? I'm waiting for your comments.
Mlin:smile52: Kill me. Of course, I meant Readiness. Besides, it goes well with Resilience, which is useful for a large Necropolis army. So, I'll join the question: what's the point of Battle Defense?
Battle Defense is completely unnecessary. Resilience is much more useful. Against Orcs, I try to upgrade it for everyone, except for the Town Elders and Academy units. It looks especially good on Humans:) Night Nazgul;183681
By the way, do you think it's worth taking Cursed Land? Yes, it can significantly reduce an Orc's rage at higher levels, but... isn't it better to take Lord of the Cursed and Lord of the Mind instead? I'm waiting for your comments.
In my opinion, it's worth it. It works very well in combination with Readiness. But if you're not sure, you should build 2-3 levels of the Mage Guild and then decide.
Порою люди не со зла Творят настолько черные дела, Что до таких блистательных идей Не вдруг дойдет и записной Злодей
In my opinion, 3 Pain Lords is a utopia. If there's only one city with a Dark Guild, it will be problematic to find all the spells. And with a Pain Lord, it depends on the situation. Maybe a devastating ray will drop in the guild? Then what prevents learning plague from the liches? Although, in my opinion, the most effective mass spells against orcs are: weakness, slow, and dispel. The last one loses some of its effectiveness with the presence of resistance, but it can still be useful. Plus, the Pain Lord will allow you to "curse" more effectively. And with high spell power, the spell becomes a good support, especially closer to the end of the battle, when the advantage is on the opponent's side. Fire lands will reduce rage, of course, but when there are many troops in the stack, the effect will not be impressive.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.