New Skills for a Necromantic team.

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Dravic
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New Skills for a Necromantic team.

Post by Dravic »

well, it's my first skill up-grade ever, so i want to know what would be good skills for two of my players.

The first one is a Flesh Golum-genral, strength
the other a Ghoul-general, passing

they both just got skill up-grades, nothin fancy :(
:D ahh well, some good advice would be much helpful

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Post by Abator »

For the Flesh Golem, I would take block first, then stand firm.

As for the Ghoul, it depends if this is a passer or runner. Either way, I would take sure hands, then pass for your passer or block for your runner.

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Post by Skummy »

Flesh Golem needs Block badly.

The Ghoul can use it as well, since block and dodge are a very powerful skill combination. And Ghouls get general and agility, I believe.

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Post by ScottyBoneman »

Skummy wrote:Flesh Golem needs Block badly.

The Ghoul can use it as well, since block and dodge are a very powerful skill combination. And Ghouls get general and agility, I believe.
Definitely. The Golem it isn't even a question, with Ghouls unless I get a Stat change or Dbl its block and see what else after.

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Dravic
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Post by Dravic »

So block all the way ehh?, well that sounds good, thanks for the help,

and after doing a re-read, ghouls can take agility, not passing.

EDIT
one more quick question, what should i get first, a WereWolf, or a third wieght?
i can only afford one with 130k.

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Post by Skummy »

I'd go with the werewolf, and get him Block as his first skill...

:lol: The Necro's lack an apothecary, and the Ghouls and Werewolves need to get block and dodge before they get anything else, if only for self defence. After that you can go with sidestep, shadowing, sure hands and whatever else sounds good to you. But Block is just the best skill in the game, and these guys need it to survive in he long term.

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Skills for necromantic

Post by Coffinshakers »

Fleshgolems: Block is the obvious first choice, then i´d go with guard and mightyblow.

Werewolves: Go with block, sidestep, if doubles dodge.

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Post by DoubleSkulls »

Block on the Ghoul and the Golem.

The only alternative I'd really consider on the Ghoul is Sure Hands.

Guard may be interesting on the Golem, but I'd take that 2nd.

As for the purchase the Wight is less risky (has Block & Regen) than the Werewolf. so if this is your 12th (or less) player I'd take the wight. If its the 13th (or more) I'd take the werewolf.

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Post by Kheldar »

Werewolf need no double for dodge he gains general and agility skills.

My team after 3 games. (One the opponent conceeded)

1 Flesh Golem
2 Werewolf (bought after first game due to opponent conceeding = 130000 winnings) one has Jump Up
3 Wight
2 Ghoul one got block
6 Zombie (one through rip in first game) one got guard

3 RR
11 FF (one increase in every match)

Team is 3/0/0 so far.

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Post by Asmodan »

Block on both and i would also taken the wight if you only have 11 or less players from before.

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