Quote:
Originally Posted by Fatt_Shade
As far as i know sacrifice is only way to restock your army without traveling between islands. I usually wait for 3-4 lvl worth of leadership and pick some easy fight, before finishing spend 5-6 turns sacrificing/resurrecting units.
Why would you want astral resistance ? You need to kill as much as possible to gain enough HP worth for new units.
For shamans i think your mistaken. They can get magic axes almost every turn thx to thirst for glory, and fighting spirit. Lets say you use magic axes to kill some enemy spent 8 adrenaline, then with other orc units kill and every orc get 4-12 more adrenaline (shaman even more because thirst for glory), it`s good chance that shamans will regain magic axes in next turn. Use them to heal any dmg made to your units for 8 adrenaline, and again next turn if some unit is killed by your orc units shamans get 4-12+ more adrenaline get over max and reset magic axes again . . . and so on, almost every turn magic axes available. If it doesnt happen cast some totem to force enemy to waste turn killing it, and save your melee units in enemy lines.
About Mage/Shrek team my bad, i somewhere read about double casting with Shrek team and made mistake here.
For spirit strike i think your wrong, since i just tried it. 27 chieftains inflict 1500-2000 dmg with spirit strike to swordsman, then i added 200 blood shamans in army, and they inflict 7000-8500 dmg. Still think it`s crappy?  Every blood shaman give 1 astral dmg to spirit strike ability to chieftains, so around 100+ shamans it get quiet a punch (spirit STRIKE-punch  get it ? ).
And ogre`s and chieftains dont give each other morale. but here i must say i would pick chieftains : ogre arent affected with Orc`s ear item (-10% leadership so ogre 1000, chieftains 1080), ogre 680 hp - chieftains 850 and higher resistances, ogre dmg 50-60 - chieftains 65-91 that`s 50% more, drain is imba ability - sneer much weaker, but chieftains have aoe spirit strike. So in my opinion chieftain is better.
But as for me i cant use neither since i still cant find error with onslaught skill and adrenaline distribution to orcs in 1 round of battle. I tried to use Toadstool item to give my orcs 5-7 adrenaline in first round and it`s not working either  Try to figure this out : i have shamans, ogre, chieftan, veteran orc, and blood shaman on start of battle no adrenaline for my army. Dismiss ogres and take catapults and on start of battle all my units have 5-10 adrenaline !!! WTF is wrong with that skill ?
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Look at my old thread regarding Sacrifice and Astral Resistance. In the current patch, you absolutely want to have as high Astral Resistance as possible. Sacrifice will still give you the FULL benefits of the restoration, but the Astral resistance will REDUCE the damage you take.
So, I can sacrifice and restore whatever, 800 HP worth of units, while ONLY taking like 100 damage. You can look at my thread for more detailed examples, but I just want to give you a quick idea. You really want to use Sacrifice with astral resistance.
Sacrifice then Heal. Very nice deal.

Much much much better than Sacrifice and Phantom (or the inferior Resurrection).
Healing doesn't matter if the Shaman die. Every other round is still wasteful, so I would need to resurrect. Every round I do not have a counter-attack giant is potentially 30-40K less damage aggregate PER GIANT against the enemy.
*yawns*, 8500 damage is very crappy if you can consider the preconditions. To do this I need to add CRAPPY units (blood shaman and normal shaman or even one of them). Shaman die too easily compared to even the Orc Chieftain, that is more to resurrect. Also, there is a big cooldown, and it hurts the CRAPPY orc chieftain's combat abilities even more, due to loss of passive adrenaline buffs.
Anyway, so why do I say 8500 damage is crappy? Shrek team works well if the leading Giant unit blows an enemy counter attack. I will typically have the giants together for this reason and spirit strike hurts friendly units AND pushes them back. Double bad.
Ogre has Ogre Rage, which gives me double my CURRENT attack not double the base attack.
Trolls gain attack from malevolence, which means any unit, friend or foe that does, he gains attack.
Orc Chieftains gain...verry little compared to those two skills.
So, while my Ogres and Trolls will quickly converge to +60 attack over defense and deal maximum damage of around 16-19K per hit AND they can hit more than once with counter strike AND they do not shift the enemy AND they do not hurt friendlys AND I do not have to sacrifice one of the other GREATER giants for this purpose, you can sort of see why I can easily say, Spirit Strike sucks.
And to top this all off the Orc Chieftain still sucks in combat. He has a very hard time reaching +60 attack over defense compared to the other giants. Yes yes he has the hit-through ability which does not hit friendlies, but considering the alternatives, not so fantastic.
I'd rather not waste a round casting Helplessness to help out a weak giant. I'd rather cast phantom, hell breath, pygmy, plague, stone skin, etc.
Onslaught is currently broken in this patch.