Might & Magic Heroes VII

Might & Magic Heroes VII

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Mathematics Jul 16, 2017 @ 11:34pm
Necromancer Questions
This is going to come across as a whine and I'm sorry but this is my favorite class in the HMM series for over 20 years now. I loved them in all the versions expect 7. So what am I doing wrong?

This is what I percieve so far and that might be my issue. They seem incredibly flat in terms of options, play style and versatility when I compare them to other classes and more importantly when I compare them to other necromancers in HMM6 and HMM5 off the top of head. For example my sons are playing the Academy and the Sylvan troops. I'm really happy to see the Academy and Sylvan come back from HMM6. Good job!

What bugs me is the creators put a lot of effort into the Sylans and the Academy troops. For example, the academy gets two shooters - one with some impressive abilties, one with healing abilities. I have no shooters at the start and dont get any for a while. He gets creatures with no retaliation and powerful tactical runes at higher skill levels. I get some lame resurrection of hoblites I still havent figured out how to use and even with master necromancy I cant raise anything more powerful than the two bottom feeders. My vampires still get life steal which is good (but I really miss my sword - the new vampire graphics just suck imo) My troops seem so ... lack luster. Even the upgraded ones. Oh I get added poison damage now on a spider... whoopie. Other than different graphics, they seem to do all the same thing with little variation or creativity. It's like the creators ran out of creativity and just copied and pasted some basic combat code and left it at that. In the end, am I missing something or is the new necromancer just boring now? Is it powerful late game (I haven't got there yet) because early game, it blows. Totally disappointed with the new class.

Any ideas on how to find more enjoyment in this my favorite class would be greatly appreciated. :)

PS Sorry for the rant. I love the HMM series.
Last edited by Mathematics; Jul 16, 2017 @ 11:35pm
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Showing 1-12 of 12 comments
mbradtke Jul 17, 2017 @ 7:53am 
necro faction is very good mid-late game because if the faction skill, also banshee is a Flyer creature what is good as well instead of shooter, check out my mod, i gave banshees incorporeal skill as well http://www.hommdb.com/mods/heroes7/h7-improved/
FoxMan Jul 17, 2017 @ 8:38am 
Nope, youre not missing any hidden message there. They just run out of schedule/money and decided to slap a couple textures onto empty creatures with 0 animation and call it a day. This faction is not only extremely boring or weak now, but also extremely ugly. I think they wanted to copy the M&M 3 art style and got this Frankenstein of a faction. Just awful. My best bet would be to wait and see how the Nercromancers turn out to be in M&M 8, and they better look fantastic, couse this is just bland, like im impressed how colourless they are, you could say theyre... lifeless [sorry for that one]. Lets just praise that Limbic will no longer touch this game, couse theyre just not suit to work with it. I want to see Necro magical, powerful, with fancy buildings and creatures, powerful magics, heroes and the most broken speciality in the entire series - necromancy in action.
Antalyan Jul 17, 2017 @ 8:39am 
Hello Mathematics, the power of necropolis in H7 is in quantity, in high number of troops. Especially the core units have no special abilities because they can be easily resurrected through necromancy and their numbers increase quite quickly.

What makes them more interesting for playing are the Necromancy skill perks: you will get some of skeletons back each time they attack, and they will deal additional damage to everyone attacking them. As they are quite slow, I advise to use teleportation or any other way to get them quickly into the battle.

It's true that necropolis is better in late game, as their armies increase with every fight against neutrals.
Britan Feb 9, 2022 @ 6:02am 
Hey there. Firstly, sorry for reviving an old thread. It's sorta ironic making a necropost about necromancy ,-) .

I was wondering how do you add raised units when all your army slots are full?

Ive played these games since HoMM 2 and love them, but I have never really used the necromancy skill line.

Thank you and safe travels.

Cheers
Britan Feb 9, 2022 @ 9:40am 
Hello again - I'm still trying to work this out, or find an answer via google, but no luck yet. How does the Necro hero add the raised units when their army is full? All I got when the raised units offered to join was a trade window with the option to swap one of my army stacks to make space.

Thanks in advance for any tips or advice :-)

Cheers and safe travels
Last edited by Britan; Feb 9, 2022 @ 10:32am
Ɣɪ¢♰ɪɱƧ Feb 9, 2022 @ 11:50am 
Originally posted by CMH:
All I got when the raised units offered to join was a trade window with the option to swap one of my army stacks to make space.
Exactly, that's how it works with any unit that tries to join your army but you have no room. Whether it's raised units or neutral units from a camp that joined through diplomacy.
Britan Feb 10, 2022 @ 5:56pm 
Originally posted by Ɣɪ¢♰ɪɱƧ:
Originally posted by CMH:
All I got when the raised units offered to join was a trade window with the option to swap one of my army stacks to make space.
Exactly, that's how it works with any unit that tries to join your army but you have no room. Whether it's raised units or neutral units from a camp that joined through diplomacy.

Thanks, yeah we share the same sentiment, but that is the point Im making!

For Necromancy to be beneficial it must create a different outcome in some way.

I've played it a little further and found that with further points Im am now raising units that are the same as the upgraded versions I have in army so I can absorb them without a loss.
Maybe this is the way.

I admit, it's crazy for me to be such an noob with necromancy when I've played HoMM games (especially 3,5 & 6) for thousands of hours. But I guess its always good to learn something new :-)

Cheers and safe travels.
Last edited by Britan; Feb 10, 2022 @ 5:57pm
Ɣɪ¢♰ɪɱƧ Feb 11, 2022 @ 1:12am 
Originally posted by Britan:
For Necromancy to be beneficial it must create a different outcome in some way.
And it does. It's just a way to balance the perk out. Like you have to invest on it to get better units. In Heroes III you didn't have the option. People just flat out never updgraded their skeleton dwelling unless they were about to go on a final push.
Britan Feb 11, 2022 @ 4:01am 
Originally posted by Ɣɪ¢♰ɪɱƧ:
Originally posted by Britan:
For Necromancy to be beneficial it must create a different outcome in some way.
And it does. It's just a way to balance the perk out. Like you have to invest on it to get better units. In Heroes III you didn't have the option. People just flat out never updgraded their skeleton dwelling unless they were about to go on a final push.

That sums it up nicely. To answer my own original question - you just need to put more points in the skill tree and the resurrected units start becoming the same as the upgraded units in your army and thus its a nice synergy.

Im sure all you guys who have played undead/necromancy forever must be rolling your eyes by now!! I think it's cool after all this time there's still things to learn :-)

Cheers and safe travels.
jonnin Mar 16, 2022 @ 6:46am 
necros can't add when full. You need to leave room for them or they are discarded. You can still burn trash troops into skeletons, though, so if you got something to join you, kill them.
yes, necro sort of stinks in terms of its troop abilities. Almost 100% melee, only the lich is ranged, and most of the troops are a bit slow to boot.
Angelo Dante Mar 20, 2022 @ 10:34am 
I've only recently picked 7 up, so I'm coming more from two three and five here. What I've seen so far is the nasty factor lies in the hero skills and supporting spells in dark and prime magic. You won't make your shambling horde more lively (bad pun), but you sure can weaken every one else down to their level. As to liches, yes I prefer the classic ones from HoMM2 or even 5. However, with ice strike cast on them, and vulnerability on the enemy, they get more punchy.

Just mess around with it and you'll hit your stride..er shuffle. It ain't easy going green! (Double xp bad pun!)
Last edited by Angelo Dante; Mar 20, 2022 @ 10:36am
jonnin Mar 21, 2022 @ 6:09am 
Originally posted by Angelo Dante:
I've only recently picked 7 up, so I'm coming more from two three and five here. What I've seen so far is the nasty factor lies in the hero skills and supporting spells in dark and prime magic.

A spell casting hero does not even need an army, really.
Water's tsunami is pretty much an i-win button... and most of the spell types have something that will, worst case, leave you a tiny bit of mopping up to do after wiping out the troublesome enemy types. The power of the endgame spells is overwhelming. Necro faction specific heroes? Lyla, morander, naadir are 3 off the top of my head. Naadir is interesting.. his ghost stacks grow from both necro and his passive ability, and he has master level water magic. Also anyone with paragon can cast anything at master level, so you can take that route. Lyla, I think, is the one with a bunch of extra magic points but her specialty may be fire, not quite as good as water.
Last edited by jonnin; Mar 21, 2022 @ 6:24am
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Date Posted: Jul 16, 2017 @ 11:34pm
Posts: 12