Quote:
Originally Posted by XG_Man
Comment on pirate ghosts. Currently playing impossible paladin and having these guys is a blast. They rule naval battles since they gain independent morale bonuses from a companion and from the fight itself. Because of their high physical resist [50% as phantom] and magic damage I find that orcs, lizards and dwarfs simply get torn apart by these sea devils. ATM criticals vs their preferred enemy does 29-30k dmg, so robbing these guys [pirates, swordsmen and guardsmen] and gremlin towers is quite lucrative. Otherwise, inflicting astral damage against a line of orcs and lizards is such fun. Especially vs those damned shamans.
Right now I setup with Jimmy Kraud as companion, Jackboots [+1 speed, all +pirate items work on them], max physical resist from items, max power of darkness, tactics and adrenaline for speed 5 and init 6- usually can reach the enemy line in the first turn. After that I smash/rob, soak the retaliation then timeback/eviln. Rinse and repeat till sick. Another plus, having a max of 8 treasure chests to collect [3 from dragon as basic, 2 in the field random, +1 from the shovel and +1 from the pirate] at times. The game can be rolling in cash.
The downside, fire/magic/holy damage is a pain. Their special attack can be really weak or terminally insane. Heavily item dependent to excel and most other units take a morale hit from them. Don't do so well vs bosses [Zilgadis kills them in droves]. The verdict, can be used as a poor man's black knight or a rich man's raider.
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Wow, I always wrote them off as a novelty, but sounds like you got a pretty killer combo there.
Maybe I should try them out with the new Red Sands mod... Asmodeus can resurrect them if you can find bodies to feed....