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| Tips and Hints Different solutions, tips and hints. |
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#1
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1) Well, I can't say which is better... Each class is good. Warrior usually utilizes buffs + phantom spell to help his troops. The Mage can become a real nuker by the end of the game. The Paladin is jack of all trades, master of none. However, he can be the hero that resurrects a completely obliterated stack with Resurrection lvl 3 skill.
2) Now that I don't know. I never used that cheat even once in the 9 months I've been playing the game
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#2
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1)So in your point of view, which of the classes can complete the whole game in the fastest time? (In normal mode or hard mode)
2)So for warrior, there is no point to learn chaotic spells ? Juz order and distortion spells? |
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#3
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1) All three
2) Generally, that's what this means. You won't have that much magic runes to delve that deep into the magic tree, and skills like Transmutation and Summoning are a must to minime the casualties - Paladins + Phantom spell + Summoning lvl 3 = More phantomed paladins = More resurrected units.
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#4
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Last qns, with a flag-bearer with equipped items like jimmy... does this add on to my stats too?
Big Thanks for all your help =) |
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#5
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Absolutely
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#6
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I think the game is simply EASIER to play with a warrior. Ultimately the mage has a lot more potent control elements than a warrior does, and this makes the hardest hero battles a lot easier. That said, you don't have to do nearly as much work, and whatnot, with a warrior, and more items buff your play style.
As a note, I finished the madman's set with my Mage... and man is that a crazy experience. 40 bonus rage put me over 100! |
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#7
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Quote:
Btw. Mage a nuker? Not in this game, not only offensive spells are poor, they nerfed higher magic so bye bye to 2x geyser or armaggedon :/. Overall spells do poor damage, not even compared with what warrior is capable off. Every thigt for mage is about how to survive. Tank'n'Spank combo can get boring :/. |
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#8
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I beg to differ. Once you get up to 50+ intellect, Death Star lvl 3 becomes very powerful. In the end of my mage game, it could inflict up to 9200 astral damage, which, as you can imagine, can wreak some serious havoc, even on impossible.
For a reference, my spells at the end had the following damage output values: Armageddon - 11'650 max (astral) Fire Rain - 6450 max (fire) Fireball - 5995 max (fire) Geyser - 9250 max (phys) Phantom health: 93% (!!) (This is with 58 Hero intellect + 10 from scroll, so 68 total) So I would dare to state with absolute certainty that the mage in KBAP becomes really, really great nuker as the game progresses and that battles do end up in a few turns thanks to the new intellect system and the overpowered chaos spells.
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#9
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It is really nothing, my mage griffins without problem dealt 10k dmg.
Key factor to look at is how much you will kill with this spell compared to others that will buff your army and help to survive. What point is to kill f.e. 20 creature in stock if 180 that left will steam roll over your army? In other words offensive spells are not scale too well. Other problem is ai armies often are not only big in numbers per stock. Btw i ended in original KB on impossible mage with 160 mp and 71 intellect playing as destruction mage but it was only possible because i found on start island geyser spell. Let's sum it up. - game has poor selection of single nuke spells, they all do crappy damage. - most aoe spells has to crappy damage, too small radius. Excetpion was geyser and armaggedon but they were worth only because you could cast it twice. Summoner playstyle is not possible too because they change stats system and heavy nerfed summoning spells. Mage left with only one playstyle Tank'n'Spank type. Pls tell me that i am wrong. |
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#10
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Well, 93% phantom health means that you phantom 93% of any stack, which is a lot of additional firepower. I assume you know the phantom demonologists/royal griffins trick which will make the phantomed units summon permanent stacks.
Death star can hit EVERY unit its rays come in contact with (including your own, so a little planning is needed). Against Arnold Heninghem, I was hitting 5-6 units for 8000+ damage every turn. That equals a lot of units down in a single cast. His red dragons were down before they even managed to get to my weaker stacks. His paladins were down 50% before they ever managed to swing at my own tanks. There is more to the mage than what meets the eye. I was heavily biased against her for quite some time, because she's such a lousy starter. Since I managed to do the no-loss victory with her (a thing that I wasn't even sure that it's possible), I no longer consider her the weakest of them all. Take a look at this video. I did that with a paladin, but I am sure I can do better with a mage, because of the new artifacts in the gift bag that add astral resistance, which means armageddon will hit my units for much less. It's all down to some Evlin afterwards to ress the losses. I hope you like it
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