Summon hellhound is at the same level as Summon lost soul. Skin of Oil + Fireball is even better and Skin of oil is a damn good low tier spell. Black Lightning is a Shadowborn spell and you said it is meh. Originally posted by ThunderGr:1:This is why you raze it and reanimate it, as is your prefered method with the Necro ). Skin of oil: -2 stenght -2 armor -2 resistance +60% fireweakness.įire node mana bonus: +5 mana with fire node's.ĭomain of sun.undead dont get tarrian penalties. If i just want whatever race i just conquered it is easier to reanimate.īut often i prefeer my supreme elven troops.Ģ: black lighting 5 spirit and 5 lighting damage. 1: yes but we where talking about migrating. So, again, instant migration is at the same class as Fast raiding.Ģ:For the Fire adept, your "offensive" class spells(what, death ray and what again?) do not do fire damage. On extra large map having a dwarven outpost turn into a elven outpost can take up to 20 turns if my only outpost is on the otherside of the map.1:This is why you raze it and reanimate it, as is your prefered method with the Necro ). Originally posted by Malaficus Shaikan:1:Migration depens on location of the race you want to migrate to nearest town. I already got plenty of offencive class spells and shadowborn mastery adds even more. It is true that 20% is nothing but most stuff in age of wonders 3 is +1 or +2 or 10% or 20%. The biggest advantage of 20% is getting outpost to pay for themself. On extra large map having a dwarven outpost turn into a elven outpost can take up to 20 turns if my only outpost is on the otherside of the map. And outposts become villages soon enough, so you lose that meager + very soon.1:Migration depens on location of the race you want to migrate to nearest town. Originally posted by ThunderGr:1:Since migration usually takes one or 2 turns and the Fast raiding does not make a difference to you, I assume that instant migration would be as useless.Ģ:As I see it, only the 20% faster building in outpost has some significant impact but 20% of nearly nothing is still nearly nothing, I think. Thank you for explaining your choices in such a detailed way, BTW. So, my suggestions are by no means from an "experienced in random maps" point of view. (I am near to completion, although 3 different endings means playing 3 times.) However, I do not currently play much Random maps, because I am focusing on the campaigns. I do not play small maps and I always play strong opponents. Both your own and your opponent's corpses are counted and the strongest the defenders the more the corpses, the faster the growth and with the hordes of cadavers, the Necro should be great! This build was ment to go pure evil asap. Maybe Fire adept would be more interesting to you, however.īut expander is a constant upkeep free buff that gives you that tiny extra bit. And outposts become villages soon enough, so you lose that meager + very soon. Since migration usually takes one or 2 turns and the Fast raiding does not make a difference to you, I assume that instant migration would be as useless.Īs I see it, only the 20% faster building in outpost has some significant impact but 20% of nearly nothing is still nearly nothing, I think. Originally posted by Malaficus Shaikan:I consider that: ![]() I dont play on small maps with weak defenders.Īdmitly i do miss the ability to make vassal state's. If playing of small maps with weak defenders then yes destruction is better. Yes undead plague and killing stuff is faster.īut expander is a constant, upkeep free buff, that gives you that tiny extra bit.Īlso sometimes the rng gods screw you over so badly that undead plague and killing isnt going to happen anytime soon. Nice but i dont play on maps where 2 or 4 turns are that big of a different.Īgain nice but necromancer already have many ways to incease there damage vs others.īlight domain.undead dont get terrian panelties/bonus. Good to take towns and dont need gaurds, Downside mana upkeep.įast raiding: decrease time it takes to loot a time. Perhaps Destruction adept, instead, would make it up for the "meh" spell? ) I considered that: It seems like you intentionally handicap yourself in your Leader builds by taking Expander, in my opinion. I would take something else for the Necromancer. Killing stuff and undead plague counters it more. Originally posted by Malaficus Shaikan:Expander counters the undead lack of natural growth.
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