Quote:
Originally Posted by Zero0018
Ya the composition I'm using now is royal griffins, orc vetrans, shamans, paladins, and assassins.
I disagree with the assassins not being good in the long rung, if you use them correctly, they get stronger each battle. The "Find Weakness" ability they have is amazing. Anytime they kill a stack of units with backstab or a critcal hit they get a permanant 5% damage increase. So every battle I make sure they get 2-3 finishing kills so his damage is always going up. It's to the point where his backstab right now can finish off a stack of 8 giants or trolls lol and like 800 or so other units.
The only reason I decided to use the royal griffins is the two amazing items I found for them. One that is like +5 armor and +2 morale and the other is +5 attack of griffins and lower leadership req by 20%. They also have that always retaliate ability which is amazing. Tie this up with lv 3 frenzy and stoneskin and they are soooo kick ass. Plus they just anniliate dragons lol. I never used them on my mage so it's pretty cool.
Now for the shaman. As the game is getting progressivly harder, I have to kinda fall back with my units and setup a defensive position. I drop the healing totem and have my units form a defensive line. That healing totem increses armor by like 7 or maybe it's a percent, but whatever it is, it's insane. Plus it heals. Shaman unit is really cool. Think he should have a ranged attack though IMO.
The orc vetrans are really sick too. If the enemy counter attacks then he attacks again and those two attacks usually kill the entire stack. It's getting to the point though that I just can't run him in because he will take more losses then I can revive for.
I think I made a mistake with the spells. I decided to go for level 3 holy and get the lv 3 spellpower for magic light in the intent to make the res spell lv 3 to use as a back up. The thing is, it's not really a back up. I'm casting that damn spell like 4-6 times a battle just to make it so I don't lose any losses. This consists of using mana accelerator from my dragon a million times taking away from his dps.
I do have phantom, I will have to play around with that. I've only used it a few times on my mage. As for turn back time I didn't realize it would revive units. I just thought it would move a unit back to where he started. That's pretty freaking awesome. I haven't found it yet though. I have used target alot, it really helped.
I might try using the ranged units. I don't have any lol. What I really wanted to do was go strickly undead and play threw the game, but I don't see how you can pick just ONE race and play threw and have the units availiable + minimize your losses
How did the people in the high score list @ the end of the game do it? That's what I wanna know.
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They do exactly what I just told you.
Believe me, of all people here, I've tried to make Assassins work well. Even with double damage, the real problem is they cannot be affected by buffs. This makes them terribly slow and prone to severe losses. (can't stone skin them, can't haste them).
In round one, you want to deal serious damage. The assassin cannot do that unless you waste teleport. If you want 'fragile' no-retaliation units, you are better off with Orc Veterans with proper buffs or the Girl Power team. (nothing like doing 20-30K damage in the first round, no retaliation).
I suppose I can re-look at it again, but pretty sure my other combinations were far stronger than the Assassin. e.g.. my Shrek build and Ranged builds.
Level 3 Holy Anger can be useful, especially if you have a summoner type of army.
Level 3 Magic Light is a waste. You only need Level 1 Magic Light. You are better off raising your intellect to get a better effect.
Phantom with Level 3 Summoner skill is MORE mana efficient than Resurrection. I never bother to learn Resurrection anymore, as a Mage or as a Warrior.