Mordheim: City of the Damned

Mordheim: City of the Damned

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Shandor Dec 3, 2016 @ 7:38am
Necromancer
Greetings eveyone.

Im playing Vampires for a wile now and its my favorite Warband so far.
But i really dont know how to use the Necromancer.
Sure making Zombies a bit faster is not bad. But Somehow i dont think he is a good replacement for the alternative Units.
Wile my Vampire Lady killing masses of Enemys the Necro is mostly killing himself. In 1 of 3 Missions he got killed by Casting a spell and Tzeentch kicking his butt.
But even if he dont gets killed by his own magic.. Outside of buffing Units with Vanhels His spells do low damage. I tryed to make him More useful by giving him a Bow and do some Range damage but without a Staff (Even with an enchantment for his bow) he is a miserable Spell Caster and switching Weapons all the time makes him really slow.
I dont know the Units Names in english but the Quasimodo guy is a very good Ranged and Melee Unit and can heal the leader. The Rat is a very good Ranged unit with alot support and mass Damage with the Globes he throwing around. Like mentioned above, the Vampire Lady is a Awesome Fighter. She is best Warrior in 90% of my games. She can kill everyone and everything even alone and has a good durability.
All 3 of them and the Big Guy are really useful. And after trying the Necromancer in same Battles its hard for me to take him into the team. Right now im only using him wile the others are Healing or Learning new Skills.

What do you guys think about the Necro? How did you build him? Is there a reason to take him over one of the other really great Heroes in your Opinion?
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Showing 1-10 of 10 comments
Walk the Void Dec 3, 2016 @ 7:57am 
The necromancer works well in combination with ghouls, thier poison increases damage. The idol is nice if youre outmatched increases the chances of enemies failing their checks. He's strong when used in combination with others but not necessarily on his own, but as with all mages its good to try to build with minimal miscast chance.
Alex Dec 3, 2016 @ 8:06am 
Yeah the necro is kinda crap compared to a warrior priest or a priest of Ulric. I am running a warband with two necros. One entirely focused on spell casting (cloth, staff and some of the spell casting skills that lower the chance to be smacked down once you let off a spell). And I can say that Im not really impressed with either. The tank can take some damage but not as much as I'd like so I'm thinking of dropping him cause the vamps are just better given their ability to scare the ♥♥♥♥ out of the living, or some of them at least. The caster is ok, the area of effect spells are pretty good both buffing and damaging but like I said, compred to the warrior priest who have some excellent buffs and decent debuffs, plus healing and the Ulric priest who has again, excellent buffs and very good debuffs, the necromancer is rather mediocre if not bad.
Last edited by Alex; Dec 3, 2016 @ 8:07am
hghwolf Dec 3, 2016 @ 8:07am 
What makes Necros useful is the ability to make OMGFast zombies, having ranged options in a mostly melee band and IDOL OF DEATH. The ability to increase enemy morale impact while also reducing their chance to pass fear and terror is a wonderful RNG nudger and pairs well with a tanky Vampire and Thralls, or just with the Crypt Horror. Add in Death Stench and any brawl is almost certain to go your way. Moreso than any other caster he`s a support unit for your undead, and it makes sense that way.

The disease carrier buffs to rotten touch are fairly minor really. Anything that got smacked by enough ghouls to get a major impact is pretty much dead anyway.
Last edited by hghwolf; Dec 3, 2016 @ 8:08am
Shandor Dec 3, 2016 @ 8:56am 
Originally posted by hghwolf, rational. Mostly:
What makes Necros useful is the ability to make OMGFast zombies, having ranged options in a mostly melee band and IDOL OF DEATH. The ability to increase enemy morale impact while also reducing their chance to pass fear and terror is a wonderful RNG nudger and pairs well with a tanky Vampire and Thralls, or just with the Crypt Horror. Add in Death Stench and any brawl is almost certain to go your way. Moreso than any other caster he`s a support unit for your undead, and it makes sense that way.

The disease carrier buffs to rotten touch are fairly minor really. Anything that got smacked by enough ghouls to get a major impact is pretty much dead anyway.

Yeah i think using him for damage spells is a waste of time. Got off a rotten flesh dealing 12 damage and got 10 damage himself as a reaction of the Spellcasting..and then a Vampire coemes around the corner and hit his target for 97 dmg. And a Dreg (now i got his english name) shoots 5 arrows each hitting for 42 dmg on a 95% chance. That makes the Necros Spell dmg look like a wasp sting.

But i agree his support Spell to make Zombies faster is nice to have. (i would not say OMFG fast.. more "Hey look this Rotten body is almost as fast as a Human") But most times i dont need them to be fast. I use my Zombies for securing the back and the flanks. They stand around most of thier time. I even got a Zombie with lost arm, leg and eye. He still is great in parry with hs sword and can hold off an enemy or two for a wile.
I just wish that the Necro would have some more Buffing/supporting spells.
But only buffing some Zombies who are just roadblocks for me and reducing fearchecks..im not sure if its worth it. Even more if you use a Crypt Horror who makes the precious Hero Slots more rare.

I dont know. I think about Skip the Necro Totally and replace him by another Thrall. She has also an AoE Debuff for the enemys and hits like a truck. But i thinkl that a Necromancer is a important part of the Vampires. It somehow feels wrong not having one in a Vampire Party.
Last edited by Shandor; Dec 3, 2016 @ 8:58am
Glean Dec 3, 2016 @ 9:17am 
I am running a two necro group with one as the leader and personally think they are great. With their passive they can cast so many spells it's prity crazy. With my caster/hero build I went with introspection, adrenaline rush, channleing, improved casting, and arcane study...all mastered.

Warp overcharge, call of vanhel, life stealer, and doom. He gets the first peice of stone I can grab, so that he can drop it in a bag and pick it up again as needed, so all his spells will cost 1 less op and have the 10% less curse. It depends on equip and whats needed but usually he drops a couple lifestealers then a couple of dooms and stays down in the 15% range for curse. Since doom dosn't hurt your own guys and is such a good radius the damage gets massive as everyone piles up, often hitting 5 guys at a time with it and up to 4 casts a round he softens up the entire team while the others just pick them off at leasure.
Paranoia Dec 3, 2016 @ 10:06am 
I used my Necromancers as Shooterhybrids stacking Vanhel's for Movement 11 Zombies who tank a lot.

Also, one must make use of Necromancer Passive. Find Wyrdstone, find a container (or enemy corpse), and start unlooting and relooting Wyrdstone for discount and Curse reduction.

Assuming that not-so-hard-to-get discount, his Spells are most OP-efficient way to cause damage, and even my low Rank Necromancers kept 4 Zombies running easily.

And once Vanhel's has been cast, I switch to Bow so that their Initiative is less than the Zombies have, which translates into an extra round of Vanhel's Duration. Consequently my Dualmancers spent more time shooting than casting.

Obviously one can just use the discount for immense Spell Damage.
Llch Dec 3, 2016 @ 3:58pm 
Originally posted by Paranoia:
I used my Necromancers as Shooterhybrids stacking Vanhel's for Movement 11 Zombies who tank a lot.

Also, one must make use of Necromancer Passive. Find Wyrdstone, find a container (or enemy corpse), and start unlooting and relooting Wyrdstone for discount and Curse reduction.

Assuming that not-so-hard-to-get discount, his Spells are most OP-efficient way to cause damage, and even my low Rank Necromancers kept 4 Zombies running easily.

And once Vanhel's has been cast, I switch to Bow so that their Initiative is less than the Zombies have, which translates into an extra round of Vanhel's Duration. Consequently my Dualmancers spent more time shooting than casting.

Obviously one can just use the discount for immense Spell Damage.

there is a skill quick draw. For 6 skill points your weapon switch will cost only 1op
xDjamakx Dec 4, 2016 @ 1:19am 
Most OP Caster in Mordheims History by far:

http://steamcommunity.com/sharedfiles/filedetails/?id=804277252
http://steamcommunity.com/sharedfiles/filedetails/?id=804277276
http://steamcommunity.com/sharedfiles/filedetails/?id=804277302

2 of em do 1200 Damage per Turn... Nuff said! Often the Mission is over in 3 Turns of Blobfighting...

Hire two, or be gimped!
Last edited by xDjamakx; Dec 4, 2016 @ 1:24am
Kernest Dec 4, 2016 @ 1:25am 
Yeah, the real showstopper is the Spell of Doom, which can be cast 4 times with mastered Adrenaline Rush, a piece of wyrdstone and a loot point.

It might be the best AoE spell in the game, only damaging enemies, 10 meter radius, no casting penalty and virtually no additional curse chance.
Paranoia Dec 4, 2016 @ 8:32am 
Originally posted by Kernest:
no casting penalty and virtually no additional curse chance.

Those last two are supposedly a bug, if I understood Kes correctly. The same way the Wyrdstone Spell showing (and possibly being) too little damage is.
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Date Posted: Dec 3, 2016 @ 7:38am
Posts: 10