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#1
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I'm a big fan of Ancient Ents. Typically my first move in battles is to teleport them over and cast Stoneskin on them. If some of the enemy stacks have fire damage, I'll cast Divine Armor instead -- it replaces their 100% Vulnerability with 36% resistance. Oftentimes they can take a full round of hits from the enemy army without dying. I can't use healing on them, but I can use Life Light, which makes this strategy even more awesome for the Land of the Dead. When one of them dies, well, I keep a stack of Thorn Hunters for Sacrifice+Time Back for that purpose.
Yes, the enemy can move away, but the Ents can still use Wasp Swarm, and, if need be, there's Target and Mass Haste. (By the way, having something low-level enough to use Time Back on in my army allows for major exploits. When I fight an army with a stack that has the No Retaliation ability, I keep it alive, get infinite mana by letting it bang on my Ancient Ents with Magic Spring for a while and get practically infinite rage by using Rage Draining. I then use Sacrifice+Ressurection to get free Thorn Hunters, and, once I've gotten them to full, use Sacrifice +Time Back on them to regenerate all my other stacks. Thus, I turn a heavily-depleted army into a full one for free.) |
#2
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people miss a point, hp per leadership is not the most important thing but resistance and defense are thanks to them unit will stay longer.
Most important is physical resistance. |
#3
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Actually, both are important. If just cost effectiveness is important, not just 0-loss policy.
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#4
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well, I wonder where could be the catch - but for me didn't sacrifice work on green emerald dragons... (still I have them in my undead army for the "get me more mana" reason)
__________________
WOK pan? You sure mean WOG... Equilibrium? You sure mean Equlibris... |
#5
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That trick is huge and change a lot the tank point of view. Ancient Ent then are certainly the best tank or one of the best even against fire. The real weakness is the requirement to cast teleport but for a mage with Higher Magic skill that's less a burden. For any tank Shield of Archmage is great and Peacefulness too, both against any type of attack. Also Stoneskin is useless against non physical attacks like magic. |
#6
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My favorite Tank is Cursed Ghost with Target spell, . They can be huge and I doubt even Ancient Ent can be better in many battles. Some posts here already explained some key point of using Cursed Ghost. I pick some snapshot of Cursed Ghost with target and joined them bellow, they show some sample where Cursed Ghost and Target can work very well.
But cursed ghost won't work in any battle:
Among the tricks to not have Cursed Ghosts out of control, some tricks already quoted in some previous posts:
Last edited by Vilk; 07-19-2009 at 09:24 AM. |
#7
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1) Ents, Ancient or not have low initiative 2) Movement speed is like 2-3.. 3) The leadership is too big 4) Pesky fire abilities hurt them much 5) teleporting them (even for a mage) is a burden = it will cause more deaths in your army, cause you didn't use a damaging/crowd controlling spell. Best tanks so far are Horsemen = most versatile = good initiative, good amount of hp, good speed, good damage, unlimited in shops, you can get them at lvl 1-2. Other good tanks are: Griffins (flying, good initiative, always retaliate, good amount of hp, magic and physical ressistance, good items to boost them) Royal Snakes (good amount of hp, initiative, no retaliation, good attack, decent speed, Immune to poisons, Lunge ability is awsome) Veteran Orcs (but only if you are lucky to have a shop which sells them - great speed, defence, hp, attack, initiative, bad part is that items which boost orc armies are hard to find) When looking for a tank, don't just look for HP, look for defence/speed/initiative, abilities, overall usage = would you use black knights on a map where there are many inquisitors/monks ?, try to pick a tanking unit which will at least tank in your army in 2-3 maps, Horsemen can tank the whole game - and you can be 100% certain they will be in the capital. |
#8
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1: I agree initiative is a burden but for a tank it's a less major burden. You can manage that and if you use target you don't care much of the initiative for your tank.
2: It seems you never used Ancient Ent so don't even start to suspect how strong they are. Ancient Ent moves of 1. 3: Same than above, use them before talking about them. 4: You didn't read the Divine Armor trick, it cancel fully the fire penalty and add the full resistance from Divine Armor. 5: Easy. With mage learn Higher Magic. With Paladin and Warrior learn tactic level 2. Put Ancient Ent as far than possible from your side. Cast Target on it, long range are already busy with it and won't hurt your other troops. Other enemy troops won't reach you in round 1 or Dragon and Archdemon won't care of your target and tank anyway. Round 2 teleport Ancient Ent at the best tank place. I agree that slow tanks are more for the mage. Overall, my comment about Ancient Ent is more for a mage but that need more testing with a warrior. Also I have to admit than if I use them including a little as tank, I haven't yet tried with the Divine Armor trick that change a lot the point of view. I also agree with you that mobility is an important factor for a Tank. About using only Horsemen as tank through all game I'd say that tank is a major role and use one or even two reserve slots for more tank options is a more efficient approach. |
#9
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About Ancient Ent as Tank, low mobility is a burden I agree, low initiative is a handicap I agree too. But let see it from a defense point of view with few sample math:
So if you consider the Divine Armor trick that fully cancel Ancient Ent penalty against fire, the 50% to 25% less damages than Horsemen, the excellent life ratio, it's clear that Ancient Ent is an exceptional defender, good for a tank, could worth the low mobility and low initiative in many battle. For a mage I'm almost sure but haven't yet test. For a Paladin more tests need to be done. For a warrior that could be a less interesting option with an investment in Iron Fist. Still damage reduction is more important than life ratio and even with warrior, Ancient Ent worth a try as tank. About the reduced damages: Higher units compensate lower leadership ratios with higher defense and attack. For a Tank let see the defense of Ancient Ent: 50. In comparison a Horsemen has 25. For an attacker with an attack higher than enemy defense, each added attack-defense point gives 3% more damages. But let consider the less favorable option, as the hero has many defense bonus and with a such high defense base the average ratio will be more roughly 2% in average. That means roughly 50% less damages than Horsemen. If we use a negative hypothesis with an average of 1% instead of 2%, it's still 25% less damages, that is huge. That's why Ancient Ent are so strong, exceptional life ratio and very high defense. EDIT: As already quoted items can change many things, for example the Steam Armor inflict a huge mobility penalty but if for some reason you still want try it, Knight become non mobile as Ancient Ent but gain 30% defense ie get a defense of roughly 36 but also has 30% resistance to physical and fire. With Iron fist skill, circle attack and 30% attack bonus given by Steam Armor that can build an interesting non mobile tank option. Last edited by Vilk; 07-20-2009 at 11:17 AM. |
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