Skip to content

Posts from Necropolis and Demon.

No ratings yet — be the first to rate!
User Avatar
#31
Auto-translated
The balance is fine; you just need to counter the opposing side's abilities with your own, and with gating focused on Necromancy, the chances will become more equal. Without gating, it's not even worth fighting in the final stage.
P.S. I can't understand why everyone buffs the "Attack" skill for their races. Overly strengthening one side leads to the weakness of the other. Isn't that true?
Тому, кто сражается с монстрами, нужно сильно постараться, чтобы самому не превратиться в монстра.
Клан "Вершители Асхана" - "Masters of Ashan"
User Avatar
#32
Auto-translated
I once saw a battle between Necromancers (all stats were pumped into defense) and Dwarves (also with all stats in defense). It was a 1.5-hour comedy.

The damage was minimal...

Still, I think it would be good for Necromancers to increase their attack, and for Demons to increase their defense.
User Avatar
#33
Auto-translated
And even better, get an education, especially for Necromancers, due to the mentorship opportunities.
Тому, кто сражается с монстрами, нужно сильно постараться, чтобы самому не превратиться в монстра.
Клан "Вершители Асхана" - "Masters of Ashan"
In reply to Центавр
User Avatar
#34
Auto-translated
Mentorship is beneficial for everyone. Although there should always be a central hero here, supported by a powerful army. As for the rest, we agreed. At least, we agreed on something with Avenger. Demons get defense, and Necromancers get attack.
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
User Avatar
#36
Auto-translated
I was just thinking about one hero, his name is Marbas. He has good starting defense stats – I developed him using Stone Skin, and any Necromancer would be scared. He also has magic resistance (a basic skill). If two such races are playing against each other, I think the Demon should develop Eternal Light and find the Ring of Sinners. But that's a bit of a fantasy, as there's no Light skill in the Demon faction. Although, to weaken and disable a Necromancer, you could develop Darkness and then Weakness of Darkness. :smile11:

За кланы! За кровь!
User Avatar
#37
Auto-translated
I don't know, Necromancers against Marbas, I think they'll rely on summoning.

And the whole point of his ability is useless.
And why Light together with the Ring of the Sinner? For Holy Word? Because demons have very low magic, and sorcery is rarely taken against them. A different story is mass acceleration and divine power.

Still, against Necropolis, I would take Nimue, and then we'll see who has more troops.
#38
Auto-translated
It’s precisely the divine power, as mass acceleration can be taken as a perk from the attack skill (although, then you lose fire arrows and the ability to use a super ability). Still, it’s risky for a demon to take light, unless the guild has divine power and it appears early.
And against a Necropolis, you can take weakness to darkness and maybe a seal, as Necromancers don’t always have good mana, even with spiritual connection. Vampirism might also appear – this is good against Berserkers and Subjugation.
Regarding a Necromancer-summoner – I doubt it. At least, using a Phoenix against a Demon isn’t very effective; there’s a risk of encountering Cave Lords, and there might be several squads of them.
User Avatar
#39
Auto-translated
Why is a Necromancer not a good choice?
If, for example, you play defensively. While demons are summoned from the gates, lay mines. Then, more mines, summon fire elementals, and a phoenix (on your territory, moreover, many take imps, it's clear that we'll see whether to summon a phoenix or not).

The number and defense of units + the hero's high magic skills allow you to transform a demon hero. And spiritual connection actually helps a lot.

Besides, raising the dead is a summoning magic; take Vlad and use summoning.

On the other hand, mass slowing and weakening of demons is very tempting, but we're talking about a battle against Marbas, and in this case, I'm sure that switching to summoning is justified.
User Avatar
#40
Auto-translated
In a battle between Necropolis and Dungeon, the initiative of the creatures and the hero himself at the start plays a significant role. There is a chance that a Dungeon creature with Spell Power and Storm Wind (plus light spells like Divine Retribution, etc.) and good initiative in its army, equipped with artifacts that further increase its initiative, will overwhelm any Necropolis army, regardless of its stats. Simply put, the summoned creatures of the Dungeon army will first block the Necropolis army, and then a massacre will ensue, in which the Necropolis will not survive. I have seen it – a terrifying sight.
User Avatar
#41
Auto-translated
oh my god... it's very, very scary? the main thing is that it doesn't leave a phobia for life.

Orson with defense, 600-700 zombies (around month 3) with artifacts (mana around 250-270) and Berserk/Subdue/Vampirism/Heavenly Shield/Clones/Crystal skills destroys everything (+mass Darkness spell). Banshee Scream, -2 to luck or spirit ring (black dragon gives -1 to morale). Grief -5 to luck/morale. This all helps a lot (especially if the Necromancer didn't use his army from the castle at all, but only brought them to the final battle). Level is approximately 20-24. There's no point in leveling up further.
Прячься,скрывайся,наблюдай,слушай,запоминай - и нанеси удар когда его меньше всего ожидают
In reply to Мститель
User Avatar
#42
Auto-translated
Avenger
If demons steal mana at the very beginning of the battle, how can Spiritual Bond be a late-game ability???
After all, the Necromancer hero must cast some spells.
Demons have weak defense, which means Spiritual Bond can generate a significant amount of mana (and quite quickly).
Meanwhile, the Necromancer's troops fight as usual.
And demons have the Soul Eater ability, which is much better than any Spiritual Bond! It restores mana and removes corpses, so Vlad can relax:smile51:
Besides, you shouldn't get too carried away with raising the dead, because after 2-3 times, your troops will fall apart from a single touch.
 Создается карта про эльфов: Воссоединение - готовность 71%
User Avatar
#43
Auto-translated
Regarding the topic, it's actually quite difficult for a demon to defeat a Necropolis. Firstly, because of the "meat shield" tactic. Secondly, because darkness doesn't affect Necropolis units, but it works very well against demons. What can I advise demons to do? Well, firstly, switch to light magic. That's one thing. And definitely invest in attack, luck, and leadership; otherwise, it will be even worse. And perhaps it's worth taking a defense skill with readiness.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



User Avatar
#44
Auto-translated
One of the few worthy competitors to Necropolis, I think. With high Battle Damage and Spell Power, I think Nimus has a chance... although, from my own experience, I know that it's difficult for a Demon to fight against a Necropolis, especially in the late game.

За кланы! За кровь!
In reply to Ereb
User Avatar
#45
Auto-translated
Ereb
He is one of several worthy competitors to the Necropolis, I think. With high Defense and Spell Power, I think Nimue has a chance... although, from my own experience, I know that it's difficult for a demon to fight against a Necropolis, especially in the late game.
High Defense is needed at least so that after the scream of terror, the demons don't start dying one after another like parrots. As for Spell Power, it's not very useful here, since Spell Power with Nimue is effective mainly only against Haven.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



User Avatar
#46
Auto-translated
I wouldn't say it's that difficult for a demon to defeat a necromancer. 1. Imps steal mana => the opportunity for Berserk/Blind/Mind Control will be missed. You might object: what about the spiritual connection? Yes, it exists. But since the opportunity for the first application will most likely be missed, the necromancer might already be defeated. Well, if not, we'll rely on magic resistance. 2. The demon's initiative is significantly higher, allowing it to strike first, which is exactly what the demon needs. Savage Attack, but zero defense. So, there can be no defensive play. 3. It's worth developing Darkness, at least because of the mass slow/curse/disintegration ray. But you'll have to give up high-level spells. But if you have the Cloak of Sandro, you can use Darkness in its full capacity. Light is, of course, good, and mass Divine Power is very powerful, but a 2% chance of it appearing is not very serious. If it appears, that's good, but you shouldn't rely on it too much. I don't know what kind of defense it has with Readiness either. The demon is focused only on attack, and only the most desperate person will attack demons when Readiness is active. And only a novice demon stands still. Inferno has very fast units, and delay is often fatal for them.

Statistics

Welcome our newest member: artem

Users Online 1 users 1620 guests