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-   -   Rune Mages: So ridiculous... (http://forum.fulqrumpublishing.com/showthread.php?t=35524)

Zhuangzi 11-02-2012 10:01 AM

Rune Mages + Royal Griffins is really ridiculous, imo. By turn two I have a whole bunch of phantomed Royal Griffins and Celestial Guards running around absorbing hits. Deadly stacks aren't so hard at all - just beat Constantine the Vampire to get the fourth Valkryrie without too much problem.

Xenesis 11-02-2012 10:35 PM

Quote:

Originally Posted by rekiem (Post 476490)
So I finally got to the part with rune mages, but mine have only 2 intiative, not 20, and my game is not modded...

EDIT: Not complaining, everything else is still working pretty much like described here, just the initiative that is different, and I found it odd.

There was a patch yesterday which addressed this issue.

I guess that means that 2 is its intended initiative?

Loopy 11-02-2012 10:52 PM

They could drop the initiative to 0 for all it matters. As long as 1 rune mage can create several thousand leadership worth of units the only difference will be that after the battle is over you might need to phantom your paladin stack a second time for more resurrection.

For now my self-imposed rule is only 1 rune mage stack, no using phantom more than twice.

Quote:

Originally Posted by camelotcrusade (Post 476389)
Hmm. I didn't think phantoms had any abilities. So I'm not sure the paladin-rune mage trick would work since your first phantom wouldn't be able to do anything but move and attack. Has anybody actually pulled it off?

And speaking of ridiculous, how about a tricked-out ice ball (with max creator, max level and good intellect). Roll (or teleport) it in the middle of the enemies and they obsess over it while barely hurting it. Add max level avenging angel for extra lols.

Phantoms have abilities. What they don't have is runes, which means you can't phantom your rune mages to phantom more rune mages.

Bhruic 11-02-2012 10:53 PM

Ugh, that's hard to believe. Rune Mages in AP didn't have 20 initiative, certainly, but they had significantly higher than 2. Forget the exact number. But they should have somewhere in the 5-8 range, imo.

camelotcrusade 11-02-2012 11:13 PM

Quote:

Originally Posted by Bhruic (Post 476771)
Ugh, that's hard to believe. Rune Mages in AP didn't have 20 initiative, certainly, but they had significantly higher than 2. Forget the exact number. But they should have somewhere in the 5-8 range, imo.

Well, it does explain where 20 came from. :rolleyes:

namad 11-03-2012 12:38 AM

Quote:

Originally Posted by camelotcrusade (Post 476389)
Hmm. I didn't think phantoms had any abilities. So I'm not sure the paladin-rune mage trick would work since your first phantom wouldn't be able to do anything but move and attack. Has anybody actually pulled it off?

And speaking of ridiculous, how about a tricked-out ice ball (with max creator, max level and good intellect). Roll (or teleport) it in the middle of the enemies and they obsess over it while barely hurting it. Add max level avenging angel for extra lols.

phantoms do have abilities, it does work, it is nuts

camelotcrusade 11-03-2012 04:00 AM

Quote:

Originally Posted by namad (Post 476805)
phantoms do have abilities, it does work, it is nuts

Thanks for clearing that up. Did they tweak the power of phantom in the patch, or is it still maxed with only one unit?


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