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This is the Necro in CoE3
[IMG]http://i.imgur.com/f2gccRV.png[/img]
CoE4
[IMG]http://i.imgur.com/gy6yASW.png[/img]
In CoE3 they always had Dark Knowledge for free, as Raise Dead, in addition of the two summoning and two transformation spells. In CoE4 DK isn't free anymore, and you only have 1 more level 1 spell and a level 2 spell at the start. Given that he depends a lot of the summonings, the new unlock system for rituals affects him more than other races who can handle themselves with the recruitment on forts.
Why do the dangrous raising dead work when you can get some other chump to do it for you?
Use your apprentice to raise the dead, and make minor summons until you get a Mound King to lead your troops (unless your apprentice is sane enough to do so). Make sure to recruit some ordinary troops too.
If you need troops fast, hire a goblin chieftain and get lots of goblins.
Capture villages, towns, cities, and graveyards until you get enough hands of glory to make some major summons. Use your armies to secure an old castle or a temple, and then ascend your necromancer (you'll likely need to learn some new rituals). Do more major summons.
I haven't gotten this far yet, but you may want to make some explorations into Hades. I hear it'll be worth your while.
Also, one of the Major Summons, the Tartarian Spirit, is basically a Dominions-style SC. Send him in to take mines and villages on his own, and to ward off attacking animals. Maybe even have him go downwards for some Agarthan riches (although that's time-consuming).
He can do well... if you play the correct map size with the correct age setting with the correct number of opponent and have a bit of luck with the random map. But the fact you need all these factors to meet it's a clue he is a bit UP.
While Dark Knowledge is nerfed, it has only been changed in the most minor of ways (A cost of 3 Hands of Glory is little worse than 0, and prevents players from spamming the spell). I'll be honest in that I've found little use for hordes of basic Souless, as CoE 4 lacks the "Fatigue" mechanic which makes chaff-spam effective in Dominions.
HOWEVER, keep in mind that you can upgrade your Soulless to Armored Soulless in your Dark Citadel, and your Longdead into Armored Longdead, Banefire Warriors, and Banefire Archers. (The Banefire Archers, in particular, have been more than worth their upgrade cost for me time and time again.)
Necromancers are not at all Underpowered in my playthroughs, but they ARE a "Snowball" class -- they are weak in the Early Game, but as they gain momentum they can grow in power until they're a nigh-unstoppable, immortal (Vampire or Lich) with legions of undead sweeping over the world. :)
Use apprentice to raise dead on gallows and pick up starting units with necromancer, but leave two archers for defense at home. Pick up all of the skellingtons with the necromancer from the gallows on the same turn but leave the soulless for the apprentice to bring back to the citadel for extra defense.
Take a city or a port with your mages and death stack asap. You'll lose lots of units, but you can raise them with apprentice right after.
Use necromancer to expand. If they get low on chaff then refill with minor summoning.
Buy spear men at cap and take them with apprentice then have him scout around in a different direction and take poorly defended hamlets and such.
Don't raise dead until you get a lich or a vampire unless you see a graveyard or something similarly juicy.
Use crow spies (L1 ritual) instead of dark knowledge to scout the map. Crows are by far the strongest scouting method in the game.
Trade for hands and save them to upgrade to lich or vampire depending on what site you find. Both are really strong. I prefer the vampire because they're cheaper, but a lich can really pour out the hurt with two spells per turn. Don't get greater lich until you're swimming in liches.
Explore hades and find citadel of the dead. Position a lich on the corresponding elysium square and cast "planar shift" to simultaneously capture a level 3 library and release the prince of death on the world.
You're welcome.
As a handy tip: the villages of sin found in Inferno, to which Tartarians (and all units with passwall and/or tunneling) can also move, can provide a significant amount of Hands. For Necromancers, it can be a very worthwhile investment.
Very dangerous, though. You'll probably want these Tartarians to travel in pairs, at least.
That's a nice trick, thanks. Like herding sheep then XD.
Your necromancer himself is a powerful caster, so you should be able to capture moderately defended towns without much difficulty. From there you just have to tank and defend them until you have enough hands to summon something like a Dracolich or Tartarian. Use those to conquer more hand sites as well as libraries and sources of gold (so you can recruit more apprentices and crossbowmen.)
Necromancer is still one of the more powerful classes. The changes have slowed it down a bit (it seems to get more insanity, raising the dead takes three turns, and you have to pay to learn all your rituals), but it's still top-tier.
Apparently its directly the number of undead raised.
It was one of my hypothesis, as that would coincide with the numbers I've seen.
Then I have someone who I can use to raise dead without too much trouble.