A common complaint I've heard about the new Necromancy is the lack of Dark Energy Points. What about adding six new perks, each lessening the Dark Energy requirement for each tier(except 7) by 10%?
War Machines->Bone Reassembler --Requires Eternal Servitude and First Aid Tent, reduces Skeleton DE cost
Defence->Flesh Crafter --Requires Eternal Servitude and Vitality, reduces Zombie DE cost
Summoning->Spirit Binder --Requires Banshee Howl and Master of Conjuration, reduces Ghost DE cost
Leadership->Vampiric Bite --Requires Eternal Servitude and Diplomacy, reduces Vampire DE cost
Sorcery->Lich Mentor --Requires Mark of the Necromancer and Arcane Training, reduces Lich DE cost
Dark Magic->Defiler --Requires Banshee Howl and Master of Pain, reduces Wight DE cost
This is something I just thought up, since the perks are now quite common across all classes, I thought the necromancers should get something more special.
New Necromancy Perks suggestion
Actually, it's a good bit more complicated than that. There's a lookup table for Basic, Advanced, Expert, and Ultimate Necromancy skill by hero level. So from level 1 to 40, there are a total of 160 possible lookup table quantities of Dark Energy each hero can add to your overall pool.bethrezen wrote:How exactly dark points are increased without a castel? i saw that every hero give +1 DP, every level give +25?..What was you maximum dark point you got?
I think it's a neat idea... Bringing back the possibility for outright free Skeletons with all the right skills and artifacts would certainly be interesting.
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- Leprechaun
- Posts: 16
- Joined: 14 Nov 2006
Easy: Start with Lucretia, get enlightenment and then mentoring as quick as you can (may have to spend a few dollars at the memory mentor!). Then hire as many necro heroes as you can. An amulet of necormancy will certainly help and if you can get 5+ heroes leveled up, your DE should be over 1600 and you can raise about 80+ vamps a week! Game over!
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