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yep, reapers have soul upkeep. They suck. Mediocre damage on their basic attack for such a high tier unit, and their finger of death ability is pretty lame as well. Just take a unit with mind control or insanity inducement instead. Then you aren't just denying them damage and hp, you're giving it to yourself.
If you have concrete arguments why this build is bad, I'd like to hear them, then they might be fixable, but as far as I'm aware, anything anyone else can do will be swept under a tide of undead and combat spells. Any tome combo you can think of, I can research sooner. A few vassal farms, and I can get thousands of research/turn from them, not including whatever I'm getting from my cities just like you.
Somehow got better troops than me anyway? No problem. I send one skeleton to attack them. Don't kill it with a spell? Fine, I'll kill one or two of your much more expensive troops with my own spells. Kill it with a spell? Fine, there's dozens more where that came from, you'll run out of mana before I run out of troops. Once your doomstacks are softened, mine will beat yours, easily.
Shadow troops are mostly mediocre, besides skeletons. I just take order and materium tomes, with splashes elsewhere mostly for affinity. Shadow tomes are mostly backfill once I've gotten a couple t3 tomes. It's still a necro build since I'm spamming undead. I'm just smart about it.
If someone who's a better player than I wants to give this a shot, I'd like to hear how it goes for you. I'm good at theorycrafting games like this, but my execution often leaves a bit to be desired. I've tried it a few times, and it functions as advertised, but I'm sure a better player could do it faster.
Oh, something I didn't mention in the OP, this build is better on large, high threat maps. More space for you to fill in with vassal farms and more distant neighbors that makes early wars less of a snowball staller, and more marauders in stacks to give early souls to get running. If you're on a smaller map, you can just zerg rush with skellies instead, that works just fine too.
Wait....that means pure necro is a bad idea? T1 can become very powerful with those low level enchantments +4 fire/blight/frost/lightning -2 physical.
What about minimal investment in necro? Reaper are bad and you use only a part of their tome, so how they fare tome of souls alone as your first tome but after that you get non shadow tomes (or shadow but frost themed tomes)?
If you're mostly taking materium and order tomes to buff your econ and skeletons, respectively, you'll perform better. Better units available, better transformations, better synergy, everything. Shadow tomes do have useful things in them, but they're better as backfill than your mainline stuff.
Necro seems to be built around making all you units undead, then when you take losses in fights, raise them with necromancers. That's just planning on failure though, and the pace of this game require boldness instead. Shadow tomes have their focus too diluted between necromancy, cryomancy, and information warfare to be more than dip picks for all but the most dedicated. Even then, the rp isn't that great since the focus is diluted and it's hard to get 'purity'.
Also no, Reapers are not supposed to have a soul upkeep by the devs, it's a bug of some sorts.
Most of the shadow transformations give boosts to mages, so you need to take books that also enhance mages. For example, arcanic volumes (or chaos, or nature, or both).
Here we have a lot of mana and strong magicians, what can we do? Spam banshees. They are strong, they get mage buffs.
We start with the dark witches, as the backbone of the army. Spearmen - meat shield. Next, we move on to banshees. Any of our losses are replenished by calling a banshee anywhere on the map. Darkness has a lot of mana generation. We won't need souls here (except for turning the race into wights to resurrect our meat shields).
Maybe shadow mages don't do massive direct damage, but they have a lot of debuffs, a lot of debuffs. Under the books of the nature of chaos and the arcana, enemies simply melt away from DOT effects and cannot stop it - weak, lethargic, with broken armor, panicking, randomly wandering around the field.