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King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess.

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  #1  
Old 04-13-2011, 01:15 AM
Tianx Tianx is offline
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Why would Life Light be awesome for Shrek team? Care to explain a bit
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Old 04-13-2011, 01:46 AM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by Tianx View Post
Why would Life Light be awesome for Shrek team? Care to explain a bit
Same reason Zechnophobe mentioned. You can heal multiple Level 5s with it.

Admittedly it is a bit more situational than "zomg, this is the Way of the Shrek".

My Shrek Team usually has very high physical resistance, so healing them is quite useful.

I also usually roll with Rune Mages as that is the primary method of revival.

It is not too unusual to have all 3 giant stacks to be hurt. Life Light lets me heal all 3 of them in a single round.

If the enemy got up close to my rune mages too, I can end up healing 4 level 5 units in a single round. Very handy since Warriors cannot doublecast.

Shrek team is usually very fast... fast, strong... and furious. ROAR!
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  #3  
Old 04-13-2011, 11:03 AM
Fatt_Shade Fatt_Shade is offline
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Worthless spells, hm . . . nice idea but there are so much of them
Ice shards, Poson spit, Shoal of pirana, Earth blades, Stone rain . . . almost all of new spells that used to be Spirits of rage skills. I didnt include Gloths armor, since it`s preety imba against Goblin shamans, or simmilar devastating attacks ( lvl 1 is enough since it can take infinite dmg for 1 turn for 10 only mana)
As for older spells :
Kamikaze, Book of evil, Doom, Avenging angel, Weakness . . . you ppl almost said them all. Ill only say i dont like Plague (usefull only for undead), Necro call, Demon gate - Ilusion is much better, and give you higher leadership worth of units, Hypnotise never use it since Blind/Fear or Ilusion are much better for disabling enemy. I agree it`s good to force enemy to waste their turn, but since it`s leadership related and 90% of enemy have much larger army then mine, i almost never get chanse to use this spell, thus i dont like it
But i cant agree for some of your choices :
Peacefulness - make illusion of some unlimited retaliation unit(Royal griffins, Demon or Black knight with Moro`s item) and put it in middle of enemy army with peacefullness. It will tank tons of dmg while you clear enemy with your main dmg dealers.
Berserk - same as for peacefulness, or for summoned units.
Fit of energy - for some heavy dmg archer/range unit is great but it`s mana cost should be changed for 10/15/20 mana per lvl`s maybe. I use it for Goblins, since they are mostly used with Quick draw they play before Orc/Paladin, so they play their turn, and another with Fit of energy, and then 1 more with Orc commander/Paladin second wind ability`s. If you get lucky unstoppable will happen at least once, so after first turn your goblins have +20 attack thx to Zeroing in. It happened to me but just once goblin attacked 7 times in first round with this tactic.
Precision - i hope `Zechnophobe` was kidding, on 3 lvl it`s mass spell, and gives 30-50% dmg for archers, if you go Trigger and 100% crit chanse this is MUST spell. It gives 75% more dmg when scoring criticall hit : normal dmg 100, 150 with crit. But if you use Precision normal dmg would be 130-150, and that makes 200-225 with crit. If you go all archer team this is spell for you. For only 16 mana (3 lvl) all archer units get great dmg boost.
Pugmy - i like it more then Helplesness. As `ckdamascus` said it have it`s use.On 1 lvl is much better for huge stacks of low lvl enemy units. Helplesness reduce % of defence, and for 1-2 lvl units that almost nothing. Pugmy takes 20% of Hp for 5 mana,which is almost like Soul drain spell lvl 2 witch is 20 mana. Helplesness is great for high defence enemy, but for big stacks of low lvl enemy Pugmy is much better.
Life light - only problem is high mana cost for only healing, if you want to dmg undead there are much better spells. If it resurected units it would be great, but for only healing to much mana. Only usefull when going 5th lvl army
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  #4  
Old 04-13-2011, 12:47 PM
ckdamascus ckdamascus is offline
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Demon Portal can be very good for certain Mage builds. You usually use it so you hope to get Archdemons. I've won a few nifty matches that way. I admit though, I hate the random nature of it and I usually prefer more deterministic spells.

Plague is the only other debuff I would use when Helplessness is not an option (due to +60 attack over defense)... since it works on Black Dragons and other Level 5s (Pygmy does not). So I can lower their HP by -15% AND their attack/defense AND it inflicts a de-buff agains their morale.

Shoals of Pirana is very situational (great on that bridge battle). A lot of those new spells were pretty "worthless".

Ice Orb was marginally useful, but mostly eh.

I agree with Glots Armor, but I also find I am usually better off with using Phantom instead. It isn't always easy to predict who they will use their imba attack on and I usually have trouble when they gang up on a single stack, so glot wouldn't really save me all that much.

I agree with your other sentiments and clarifications.
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Old 04-13-2011, 11:57 PM
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Zechnophobe Zechnophobe is offline
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Precision effects too few units. And generally ones that aren't any good. Hunters? elves? Bowmen? It makes a few mediocre units slightly less so. But I'd much rather have cast a good spell on a good unit.

Demon Portal has its uses, though it is rare. But it is one of those spells that like, once or twice a game, it is 'the answer'. blocks off a movement route, and then adds units.

Healing Light is a spell That I'll cast, oh, 5 or 6 times a game. But each time is incredibly important. It lets me easily beat Zilgadis without losses, and low physical resist gear. It lets me suddenly keep alive two DIFFERENT stacks of dragons that were going to get hurted lots.

Pain Mirror: Yeah, as mentioned it owns the crud out of Archies. One of the most amusing spells in the game. But outside of that... I generally avoid damage ;P.

Fit of Energy allows a unit to take another turn. Imagine you have a stack of red dragons. It flies over and smacks some things, you use your first cast to stone skin it. Then, later, you Fit it for another turn, and it attacks again. Also, since the first 'end of turn' for a unit causes its abilities to click over, you can occasionally use it to get to abilities you need faster, such as Lullabye.

Pygmy is just a bit too expensive for what it does. Helplessness is a great debuff vs level 5's (plague often even more so). Maybe there are forces where Pygmy makes sense, but I haven't used them. If I want to do more damage generally Oil Mist is a better option. Heck even Doom can be better.

Plague: The only debuff that works on black dragons. I don't use it often, but when I use it, it is incredibly powerful. Seriously. It is kinda like Magic Shackles. I don't cast it often, but in certain fights, it wins the battle easily.
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Old 04-14-2011, 04:00 AM
Fatt_Shade Fatt_Shade is offline
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Quote:
Originally Posted by Zechnophobe View Post
Precision effects too few units. And generally ones that aren't any good. Hunters? elves? Bowmen? It makes a few mediocre units slightly less so. But I'd much rather have cast a good spell on a good unit.

Demon Portal has its uses, though it is rare. But it is one of those spells that like, once or twice a game, it is 'the answer'. blocks off a movement route, and then adds units.

Pain Mirror: Yeah, as mentioned it owns the crud out of Archies. One of the most amusing spells in the game. But outside of that... I generally avoid damage ;P.
I`ll give you example for precision (for ppl that like archer builds, they already know this but just to remind some1 that doesn`t) : Elf,Hunter,Bowman,Paladin,Lake fairy-3 dmg units that get good bonus from mass Precision, Paladin for second wind and Fairy for hunters mark
Goblin,Catapult,Goblin shaman,Paladin/Orc/Blood shaman-again 3 dmg dealer, Paladin or Orc or Blood shaman for second wind so all your archers get another attack per turn (for goblins even more is possible). Companions Triger/Rakush.
This is to show that for archer army build Precision is great spell. Ofc if you go Shrek team, or some other lineups it`s useless, but for this 2 listed above it`s a MUST.

Demon portal i`ll agree that can only be used as block for enemy units, since is to much random as `ckdamascus` said, and you get unit you spend mana in next turn. I dont need my reinforcement next year, i need it NOW
Illusion is much better since it get more leadership worth per mana spend.

Fit of energy is good for some heavy dmg dealers, but should be rescaled to 10/15/20 mana per lvl to make it useful.

I wonder how come no one mentioned here Exorcism? It`s horrible spell, for so much mana. Enemy have summons-use dispel, enemy have undead-there are other much better spells to deal with them. I`m not sure have i ever used that spell.

Last edited by Fatt_Shade; 04-17-2011 at 10:14 PM.
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  #7  
Old 04-15-2011, 05:43 PM
Tianx Tianx is offline
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Exorcism has limited use especially at the later stages of the game where there is a lot of demon and undead. If you look at the damage modifier, it actually stacks quite a bit with all the items added but yes, it's a weak spell and should be an AOE/DOT instead of one direct hit.

I think by far, the worst spell is still Book of Evil. Never use it and never invest and crystal in even getting the spell.
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  #8  
Old 04-14-2011, 12:44 AM
Tianx Tianx is offline
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I am surprised that of all the new spell they added from the original game to AP and CW, they left out one of the best one "Poison Cloud" from KB:L. It was a quite powerful spell maybe too much so they have to remove it
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