1.7 Beta 4 Skeletons versus Ghouls and other Necro minions
Posted: Tue Aug 25, 2020 1:16 am
So, with the replacement of Bone Wall with Shattered Remains and with both categories working, we now have a solid capacity to compare the two categories. First, a general look at both categories:
1. Skeletons...
They are remarkably effective offensively and pretty sturdy. With Shattered Remains (every time a skeleton dies, it causes bleeding damage in a radius but also adds life, armor, and significant retaliation damage in melee to your nearby skellies or Bone Giant for 20 turns), they've only grown more so. These things are surely the bane of melee combatants everywhere.
Lord of Skulls acts as a full heal, added life, and then grants a high damage skill or prodigy. The addition of "You shall be my weapon" to LoS makes the Bone Giant much more appealing (also, it doesn't count against your skeleton count so it's worth having one just in general).
The category now feels complete and it can be absolutely savage.
2. Ghouls...
Mediocre, though not terrible, offensively but their primary value is in their disposal. First off, the free ghoul upon entering combat is immediately helpful even if only to offer a secondary target. However, what it allows you to do is sacrifice it for a Putrescent Liquefaction (PL). Follow that up with summoning more ghouls and then casting Undead Explosion and you've got a heck of an offensive combo. Each ghoul that dies spreads disease (pairs well with Rigor Mortis) and increases PL's duration. With proper investment, you can almost always have ghouls by your side in combat. Discarded Refuse is a bit clumsy but it works well in avoiding but also clearing status effects.
Ultimately, I think ghouls might be the the best overall category in the entire game. It has offense, defense, is mostly cheap and largely easy to use. It's flexible and you can invest talent points in any conceivable way you want. There's no all or nothing talents (the capstone is just 1 point because extra points don't do anything at all but that may change). You can add 1-5 to any or all of the first three skills. Finally, it's fun.
For most builds, there's no need to have both categories, though you might throw a couple of points into skellies even if you're running ghouls. So which one to use? Well...
Skeletons, in my opinion, pair best with cold, i.e., the Grave category and Rimewraith whereas Ghouls are best with Age of Dusk and Nightfall. The downside of Skeletons is that it really needs Master Necromancer and once you take that category, you'll start to get stretched a little thin on talent points so the Adept prodigy becomes almost a must. Master Necromancer doesn't seem an exciting category but the Necrotic Aura makes your minions notably more resilient (if you have good resistances and you will definitely have high saves) and even more destructive. Surge of Undeath is a cheap, solid heal plus a little boost, and Suffer for Me really helps mitigate burst damage. The real winner is... surprisingly enough Recall Minions which doesn't just teleport them back to you, it always displaces any enemy near you. This is an incredible defensive resource and is not to be underestimated. In particular, if you build zig-zag tunnels, this talent can be incredible (pair it with a Dread and Neverending Peril). Suffer for me is better on ghouls than skeletons because they're disposable anyway but the Master Necromancer category is most likely not worth taking if you're playing with ghouls.
All in all, skeletons require more of an investment but the result is very good.
Ghouls, on the other hand, require a minimal investment. No extra category or prodigy (though Adept is still excellent). The entire category can be dynamite with as few as six points invest in total. A further advantage is that ghouls will use vomit and it stacks, so your healing (once they acquire it) will be outstanding and it'll chip away at enemies quite reliably. The downside is that they're temporary and so if you're in a long, tough fight, you might find yourself alone for big chunks of it.
Both ghouls and skellies add the occasional status effect and so either works well with Rigor Mortis. They each also gain free bonus minions but the skeleton bonus minions are vastly superior (archers and mages). It ultimately comes down to cost and management. Skeletons require some management but they can tear down bosses all by themselves (I've seen take down Celia without me doing anything), something ghouls will never do. However, ghouls are easier, cheaper, and PL plus Undead Explosion is brutal, particularly against mobs. Pesky enemies like Oozemancer rares aren't nearly the problem they once were.
Then we have the Rimewraith... this pairs well with skeletons because you're probably going to need the Adept prodigy in order to save points. With it though, this category comes into its own. It jumps every turn, which both buffs your minions and tears down enemies, including doing some decent, though awkward to target damage. It piles up though...
The fact that it converts all incoming damage to cold and adds resistance makes your minions (best with skeletons) even more durable. The mechanics seem odd but they work out as against a boss, it'll primarily jump into your minions, buffing them, but in a crowd, it'll go back and forth, causing a shocking amount of damage.
And then there's the Dread... this minion is a little costly and feels like a talent sink. With Ghouls, it needs minimal investment (as few as six total points in the entire category). With Skeletons though, it really shines, assuming you got Master Necromancer. Invest in Neverending Peril to make an indestructible Dread and then recall him, thus putting him between you and the enemy. The dread doesn't do any notable damage but it absolutely spams status effects. You can do this with Recall Minions by moving around but it's a little less reliable. The downside is that it likes to wander off and pick fights on its own...
The overall effect of this is that if you want to use skeletons, I suggest going Higher (to manage those resources) and making sure to pick up the Dread or Rimewraith and Master Necromancer plus the Adept prodigy. With ghouls, do whatever you want...
EDIT:
Since the change to Surge of Undeath, Ghouls are even better. It now increases the duration of the Putrescence and Undead Explosion AND reduces the time until the next free ghoul. This can result in you having your Putrescence up and running for 25 turns or so and longer as you get more free ghouls. The damage output can be excellent even at the highest of difficulty levels.
Master Necromancer is now a solid choice of category with both Ghouls and Skeletons. With ghouls you focus on the 2nd and 4th skills and with skeletons, the 1st and 3rd. It's a well-balanced and very powerful category.
All in all, it's a tough call between ghouls and skeletons, which is a great problem to have.
1. Skeletons...
They are remarkably effective offensively and pretty sturdy. With Shattered Remains (every time a skeleton dies, it causes bleeding damage in a radius but also adds life, armor, and significant retaliation damage in melee to your nearby skellies or Bone Giant for 20 turns), they've only grown more so. These things are surely the bane of melee combatants everywhere.
Lord of Skulls acts as a full heal, added life, and then grants a high damage skill or prodigy. The addition of "You shall be my weapon" to LoS makes the Bone Giant much more appealing (also, it doesn't count against your skeleton count so it's worth having one just in general).
The category now feels complete and it can be absolutely savage.
2. Ghouls...
Mediocre, though not terrible, offensively but their primary value is in their disposal. First off, the free ghoul upon entering combat is immediately helpful even if only to offer a secondary target. However, what it allows you to do is sacrifice it for a Putrescent Liquefaction (PL). Follow that up with summoning more ghouls and then casting Undead Explosion and you've got a heck of an offensive combo. Each ghoul that dies spreads disease (pairs well with Rigor Mortis) and increases PL's duration. With proper investment, you can almost always have ghouls by your side in combat. Discarded Refuse is a bit clumsy but it works well in avoiding but also clearing status effects.
Ultimately, I think ghouls might be the the best overall category in the entire game. It has offense, defense, is mostly cheap and largely easy to use. It's flexible and you can invest talent points in any conceivable way you want. There's no all or nothing talents (the capstone is just 1 point because extra points don't do anything at all but that may change). You can add 1-5 to any or all of the first three skills. Finally, it's fun.
For most builds, there's no need to have both categories, though you might throw a couple of points into skellies even if you're running ghouls. So which one to use? Well...
Skeletons, in my opinion, pair best with cold, i.e., the Grave category and Rimewraith whereas Ghouls are best with Age of Dusk and Nightfall. The downside of Skeletons is that it really needs Master Necromancer and once you take that category, you'll start to get stretched a little thin on talent points so the Adept prodigy becomes almost a must. Master Necromancer doesn't seem an exciting category but the Necrotic Aura makes your minions notably more resilient (if you have good resistances and you will definitely have high saves) and even more destructive. Surge of Undeath is a cheap, solid heal plus a little boost, and Suffer for Me really helps mitigate burst damage. The real winner is... surprisingly enough Recall Minions which doesn't just teleport them back to you, it always displaces any enemy near you. This is an incredible defensive resource and is not to be underestimated. In particular, if you build zig-zag tunnels, this talent can be incredible (pair it with a Dread and Neverending Peril). Suffer for me is better on ghouls than skeletons because they're disposable anyway but the Master Necromancer category is most likely not worth taking if you're playing with ghouls.
All in all, skeletons require more of an investment but the result is very good.
Ghouls, on the other hand, require a minimal investment. No extra category or prodigy (though Adept is still excellent). The entire category can be dynamite with as few as six points invest in total. A further advantage is that ghouls will use vomit and it stacks, so your healing (once they acquire it) will be outstanding and it'll chip away at enemies quite reliably. The downside is that they're temporary and so if you're in a long, tough fight, you might find yourself alone for big chunks of it.
Both ghouls and skellies add the occasional status effect and so either works well with Rigor Mortis. They each also gain free bonus minions but the skeleton bonus minions are vastly superior (archers and mages). It ultimately comes down to cost and management. Skeletons require some management but they can tear down bosses all by themselves (I've seen take down Celia without me doing anything), something ghouls will never do. However, ghouls are easier, cheaper, and PL plus Undead Explosion is brutal, particularly against mobs. Pesky enemies like Oozemancer rares aren't nearly the problem they once were.
Then we have the Rimewraith... this pairs well with skeletons because you're probably going to need the Adept prodigy in order to save points. With it though, this category comes into its own. It jumps every turn, which both buffs your minions and tears down enemies, including doing some decent, though awkward to target damage. It piles up though...
The fact that it converts all incoming damage to cold and adds resistance makes your minions (best with skeletons) even more durable. The mechanics seem odd but they work out as against a boss, it'll primarily jump into your minions, buffing them, but in a crowd, it'll go back and forth, causing a shocking amount of damage.
And then there's the Dread... this minion is a little costly and feels like a talent sink. With Ghouls, it needs minimal investment (as few as six total points in the entire category). With Skeletons though, it really shines, assuming you got Master Necromancer. Invest in Neverending Peril to make an indestructible Dread and then recall him, thus putting him between you and the enemy. The dread doesn't do any notable damage but it absolutely spams status effects. You can do this with Recall Minions by moving around but it's a little less reliable. The downside is that it likes to wander off and pick fights on its own...
The overall effect of this is that if you want to use skeletons, I suggest going Higher (to manage those resources) and making sure to pick up the Dread or Rimewraith and Master Necromancer plus the Adept prodigy. With ghouls, do whatever you want...
EDIT:
Since the change to Surge of Undeath, Ghouls are even better. It now increases the duration of the Putrescence and Undead Explosion AND reduces the time until the next free ghoul. This can result in you having your Putrescence up and running for 25 turns or so and longer as you get more free ghouls. The damage output can be excellent even at the highest of difficulty levels.
Master Necromancer is now a solid choice of category with both Ghouls and Skeletons. With ghouls you focus on the 2nd and 4th skills and with skeletons, the 1st and 3rd. It's a well-balanced and very powerful category.
All in all, it's a tough call between ghouls and skeletons, which is a great problem to have.