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| Tips and Hints Different solutions, tips and hints. |
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#1
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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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#2
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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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#3
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Absolutely
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#4
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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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#5
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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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#6
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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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#7
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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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#8
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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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#9
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You know i casted offensive spells from time to time too but because i was bored not because they were important for fight. Okey if you want challenge try play on impossible as offensive mage which spells are main damage dealer not army or summons. Btw, no-losses play is much easier in expansion that is original game thx to paladin and easy mana replenish tools. |
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#10
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With all due respect, I have already completed the Impossible mage no-loss challenge, and I used mainly offensive spells right from the start, as my mage was low on leadership throughout the game. First of all, you NEED to use offensive spells as a mage, as you need 600+ fire-based spell casts to get the Fire Mage Medal lvl 3, so unless you get on working on it right from the start (and use them at least twice per battle! Max fights is about 300, so 300x2=600), you may miss out this medal. So I did start using Flaming Arrow/Fireball from the very beginning as means of reducing the enemy stacks. You can view the info you need in the high score thread, as well as download a save game just before I ended the game. The boss battles were another thing, though. Using offensive spells against them is a waste of mana, especially on impossible, so the army has to do the trick. On normal it's... normal to use spells vs. bosses, as they are low on health - twice as less than impossible, and a 10k astral damage can hurt them quite a bit.
If you are referring to the cheesy KBTL playstyle where Black Dragons + Glot's armor + 2xArmageddon were the "I win the game" button, this is no longer easily applicable here (as you will suffer certain losses). That tactic in KBTL did not need any army, only a sizeable amount of mana, a lot of intellect, destruction and higher magic. However, we are playing a different game here, and we need to adapt different tactics. The Gift Bag is a bonus "campaign" - actually, it's bonus items, some of which provide resistance against astral damage. Have a few of them equipped and the Argageddon tactic may work pretty well as a mage. As for the damage, how about 3x8k damage (meaning death star hitting 3 enemies and no allies) for a mage? 24k would seem like a good deal. How about 7 enemies (that's the best I managed in my game)? 7x8k=56k would seem a whole lot better. It is my opinion that if you give it a try, you may start feeling otherwise. Believe me, I thought the mage is way too underpowered for quite some time. I no longer do so, as my playthrough has clearly shown that the mage can do wonders with her spells.
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