Thanks as always for the awesome thoughts, Crim ^_^
crimsonsun wrote:The Pull my Finger Build: In theory that's wonderful but you can do a ton better, I've got a rank ten globe Thrower in my Undead Warband now who drops down his globes in the combat but his main role is running just behind the main line and using mastered Vent. 2OP to cripple the enemies Melee resistance. He's built with defensive Stance Mastery, Fatality Mastery and Swarm Mastery with a 30-40% critical chance, so is not afraid to get stuck in if needs must either but his key jobs are, venting, poison and healing.
I'll have to take a closer look at vent. I hadn't pegged it as that strong, but then again, I take a great cathartic pleasure in throwing a huge number of poison bombs
At the risk of starting a broken record train, I'd love to make a video, provided a build link
The Critical Opinions - Where are you getting these Critical chances from, Thralls have a max Accuracy 9, which seriously doesn't suggest to me critical monster you can't even master Fatality. So not sure where your putting this build together but I'm not seeing it. Vampire Leaders however with Mastered Worked Great Swords and Assault Mastery have 50 odd % critical chance on the charge... However the only critical build I feel I'd rely on is found in a Witch Hunter Warband, via the Executioner supported by a Ulric priest that combo gives 80% Critical's (110% if the priest attacks first) with critical hits bringing 400-600 damage each (Scary shit!).
Here's the builds I'm working with there: [url=https://is.gd/MeleeCrit1H
]one hand version[/url]; two hand version
. Book of accuracy is how you push to 12 Acc to get the mastery of fatality and underdog. Not ideal, but the build still stands (just not as strongly) without it. That is some terrifying stuff with the executioner. Link to builds for priest and executioner? I'd love to make some videos on that SERIOUS scariness ^_^
The uncle Bad Touch: I'm still not convinced the damage on that spell is correct, I'm also somewhat confused by the Necromancers spell list in terms of Curse Chance and Casting difficulty as it doesn't feel like it levels like the normal casters do. 5 Ghouls are great in theory but not being able to disengage is huge and will cost you long term, they are also unable to use parry builds which makes them poor defensive units. 2 Ghouls with great Weapons, Step Aside, Eye See you, Prowl, avoid however are fantastic as back up damage dealers and rear cover. If your going to go down this route though you might want to consider a Doomweaver. using the Icon of change you can cast 4x per caster, then switch to a bow and fire two shots, making 6 ranged attacks with 30-60 damage each.
Thanks for the thoughts. I don't like casters that much, and am therefore not super at building them
I like your thoughts there with doomweaver. Would that ll be boon or ruin, then?
The Eye Opener: Again I'm not convinced that spending 4OP per Zombie is a healthy turn around for what it brings as really you need to spam these two spells across multiple Zombies each round. What I've not seen mentioned elsewhere however is the combo of Corpse Flesh Mastery, Rune of Iron and Mastered Van Hals, Purple Cloth, Purple Helm, Purple Shield, and Web of Steel. 70% Armour, +4 Movement + 30% Critical Resistance, 108% parry Chance, melee Resistance 50ish %. Now that's a Wall of Flesh in my opinion.. Just saying.
I'll take another look at corpse flesh as well! Just like vent, I'd not given it a fair shake, it seems
Suggested Build - The Cabal of Death
Necromancer Leader, 2x Necromancers, 2 x DoomWeavers, 5x Zombies... Necromancer Leader mixes magic buffs & Leadership abilities (Order, Coordination, retreat) also has heart Attack Mastery for Offensive debuffing. Two Necromancers, Life Stealer, rotting flesh, spell of Doom, vanhals, bows for back up, these guys lay down a bombardment. 1 Doom Weaver designed with Icon of Change, Icon of Blood, Icon of Lust, and there basic spell mastered, combat skills, Ritual of Scorn Mastered beyond channelling however he defends the coven sitting just behind the zombies and puts down the Icon of change to reduce casting costs and the Icon of blood to allow them to heal, and his starting spell to cripple enemy parry tanks, lust for defence and the ritual of Scorn to cripple enemy damage. The Second Doom Weaver, Mastered AoE Armour Debuff, Mastered Burning blood, Mastered Daub of hatred, Purple Rune of concentration (staff is purple spell binding on all casters). Inside the Icon 3 spells per turn that cause 40-60 damage with repeated damage or a 20% Armour reduction on targets. Both Doomweavers take Cauterise. Then 5 Zombies built as combat tanks.
There's some nasty tricks in this, not only is your front line healing itself, the combo of Armour Reduction, damage reduction, heart Attack, and mastered boon of ruin is horrific. Every counter attack is going to cripple a fighters active pool, they have pathetic damage and you can put 70% armour along with +50% critical resistance where you need it the most. If the defensive Doomweaver starts imploding that's not a bad thing your zombies are as resistant to crit's, stuns and immune to open wounds while the Doomweavers can repair there own wounds. Most Enemy warbands would be extremely hard pressed to manage AoE stuns and Open wounds if repeated and the damage laid down by your ranged casters is pretty sickening you can lay down 360 points of damage ignoring armour in a 10 yard circle every round with OP to spare from a range of 40 yards, one turn of magical bombardment and the enemy warband could be down to as low as 15% health. Its scary but would require excellent positioning and perfect timing but you could in a perfect situation 1 turn an entire full strength rank 10 warband that wasn't prepared for such a build (crippling with the magic attack zombies mop up).
I am liking that a great deal (and I'd expect nothing less than this sort of excellence coming from a grand build-meister like yourself
How long does heart failure last? It's listed on pyrospace as a 0 turn duration... With mastery, that's a 50% chance to lose 2 OP AND SP, which is gross. There is so much going on with this build that I'll have to spend some time digesting it. Super intense synergy going on here