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Warrior, Paladin, Mage Different classes in King's Bounty

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  #1  
Old 09-09-2011, 01:39 AM
Vulture Vulture is offline
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Certain equipment to boost a flaw is always inferior to increasing an already amazing feature with even more of it. What's the point in equipping utter crap to make up for major flaws of your arm composition when instead you can just get better units and then have no obligations equipment-wise because you don't have to make up for anything ?
Except of course, if you don't care how you perform and just zerg through with Hordes of your 5 troops edited into King Mark's castle.

I don't see the point in equipping 3 items with speed boost and nothing useful otherwise on them just to correct speed problems. I mean, wearing Anga's Ruby just for one unit is even borderline wasted and I sometimes wonder why I do it but 3 to everything including morale for them is way better than just +1 speed.

The Human set is just bullcrap. You'll end up with 12 Atk and 35 Def, killing exactly nothing past Elinia. Until then, tho, you'll have decent fun with the increased morale through Knights and Guardsmen.

About the Whip/Dagger: if those are your ONLY weapons you will wear (aka you're not a Warrior or your wife has no weapon slots) then you'll have to go with 4 that benefit. That means girls, Skellies and Bowmen/Thorns with a random supporter (Shaman because you'll probably need the totems to keep the damage off the girls). If you can wear 3 or more weapons so you'll have some atk, too, you can probably only go with anything you want but should use the girls at least.
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Old 09-10-2011, 04:24 AM
Helios Helios is offline
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No argument there about enhancing a strength rather than compensating for flaws. My interest in using these different units is to get some more variety out of the game and try some things I haven't before with some added challenge.

The sets in general don't seem to add enough bonuses to warrant taking up the equipment slots required. They could use a boost.

Thanks for the advice on the viability of the whip and dagger. I'll keep that in mind as I play. The Undead don't seem like a good choice for those equips, and it seems highly dependent on class + units when to use them. I still haven't completely settled on the class for each race I'll play with either--I'll leave that open to advice, as I'll have plenty of time between each lengthy game!

I can't believe I didn't make an effort to get the two kinds of vampires into my playing style before! They're great, and would be well worth investing in Tolerance to get into a typical game. I'm going to be spoiled by their ability to replenish themselves. I'm not enjoying the ghosts as much, though. They get out of control very easily, and I find it impossible without loading to get through battles without losing one or a few when getting them back under control when I inevitably lack the leadership to control them. I'm hoping to find some other gems of units that I've missed like the vamps.
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  #3  
Old 09-10-2011, 03:19 PM
Vulture Vulture is offline
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I understand your desire for some change and all that. In the end you'll play whatever you want to play and whatever provides you with the fun you wanted to have :> I'm just poop shooting terrible ideas xD In the end, you decide.

If you want challenge: play no-loss With a Mage. On impossible diff. Have fun :> If you make it through Demonis and the Labyrinth without losses, you can still start 5-melees-with-crappy-stats games ^^
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Old 09-11-2011, 07:23 AM
Helios Helios is offline
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I think a no-loss Mage on Impossible would make me cry, (as will 5 melees--I'll likely ditch that game and the archers, but I'd like to give the rest a shot). As I mentioned previously, I don't feel like I have that good of a strategy to playing the Mage period. I think I ended up with like 14,000 losses my last time with him, but I was sacrificing thousands of miners to make my initial Sprites into a huge unit and not bothering with Resurrection back then, saving my mana for nuking the enemy. I thought nuking would be fun, but it was brainless and boring when I went all out for it. I think I'd rather have a dual-casting Distortion Mage now with some equips to make his troops not fall apart. Fighting one of Haas' incarnations that had Demons and something like 20+ defense was a horror story for me. I could barely scratch them!

And I've been thinking about the archer game--I had decent success with an all ranged army with a Mage and redirecting traffic with stone walls and 2x Demon Portal spells, but that wouldn't work later on, would it? Bats can fly over the portals, can't they? I know I've seen ghosts go by them. And of course nothing would stop the dragons from getting to them, but 2x Traps would at least make things a bit easier. If they just had one decent unit they could Phantom and throw into the fray to distract some of the melees coming their way they might have a chance. Maybe I should develop an MVP approach to the archers and the all-melee army where I instead choose four of each of those, and one of the awesome regular units to supplement them and in effect be the most valuable player of the team. Four archers with one demon stack might be able enough to keep the heat off of them to plink away. Or not. Phantoming every turn probably wouldn't be mana-viable without green dragons restoring the mana. How many ways can you poop-shoot that idea? :p
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  #5  
Old 09-11-2011, 02:47 PM
Vulture Vulture is offline
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Not at all ^^ I will just let you see how far you get without having the freedom to chose what to do your spells per turn when you already know what you have to cast in order to keep Dragons from fire breathing through your defenseless archers :> Because if you're a mage that can pull off so many Phantoms and Traps, where do you get the atk and ldr to cause severe damage with your archers if you can't cast Dragon Arrows, Dragon Slayer, Helplessness or Precision :>

Just do it and report in. I am very curious as to how far you get with that. I'm sure you'll have fun until at some point. Like... Karador :> I can already see you nuke and fire from range, chopping down the stacks and then having nothing to stand on the corpses with except two fragile Phantoms :>

Please take screenshots of the big battles. Because if you prove me wrong I wanna play with 5 archers, too !
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  #6  
Old 09-12-2011, 02:08 PM
Helios Helios is offline
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I'll let you know when/if I get to the Archers. I'm not sure which order I'm going to play in, but I might make it my game after the Undead, as I have an itch to get back to a Mage. I can imagine my horror as I send a Phantom of 30 cannoneers in to take hits and perish in the first exchange. Maybe if Higher Magic let you cast 3 spells per turn ... Nah. There are just so many holes to plug in the sinking ship that there isn't enough to patch it with! Maybe a Paladin with a buffed version of Higher Magic, able to equip 4 weapons, and with the leadership of a Warrior could pull it off, but I'm not willing to break the game that much. ;p To be able to win the boss fights, I can't even begin to imagine how to beat Karador, Baal, or Haas. Those units just aren't strong enough to deal the kind of damage necessary or take the hits boss-boosted units can dish out. I bet I end up dead in five turns or less against each of those bosses. I'd hate to invest upwards of 40 hours and then have it go totally kaput.
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  #7  
Old 09-14-2011, 08:46 PM
Helios Helios is offline
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LOL, just had to post that I think the Undead are overpowered. :p What a fool I was for not using them before! Cursed Ghosts don't care about getting mobbed with Target, and as long as I keep my eye on their leadership to know what to nuke them back down to, I just munch on the rest with the bats, and the skeleton archers deal out massive damage. I haven't gotten two good weapons but got a Bow in Marshan Swamp and it boosted the archers to 3-4 damage. It's nice to be on the opposite end of those arrows.
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