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All about Wizard faction: Stats, Talent, Tactics, Strategy


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AuthorAll about Wizard faction: Stats, Talent, Tactics, Strategy
1) please suggest the way of playing with magi in a pvp or facility defense
i have 12 which i split into 4 ( 3 each )

2) any suggestions for TG as a wizard ?
I don't have any experience againts survilurgs, but I spent all my lvl 10 doing TG and CG as a wizard with some success.

I did all the ambushes in MinAP, used max golems and gargs along with mana recovery. Ambushes could take more than half an hour when u faced caravans of knights with a lot of guardians or swordsmen and u spent a lot of time runnin around waiting to have enough mana to kill them xD. Against players it was some psychologal stuff too xD.

Anyway, against quick rushers like caravans of DE or barbs, shit hits the fan quick, but the rest of caravans were more or less doable.
for Dbest:
I think golems > magi in level 10, because you survive a lot more (And golems can deal some damage too), and magi deal very few damage, and have low hp. Here is the setup I used in defenses, it worked well I think:
https://www.lordswm.com/war.php?warid=567239591&lt=-1
thanks
b.t.w.
is it easy to win TG using min AP ?
Easy is not the proper answer. Difficulty goes up and down so it will depend on the faction u face, the relative strength of caravans, etc.

What u will need for sure is patience, since u will lose a lot of caravans early on until u reach a difficulty which is doable for you.

At low TG levels is more viable to do it in minAP, I advice it to everybody.
@364
you're probably going to have a streak of 10 wins or so (more or less depending on the factions) when you start, after that the difficulty will start getting adjusted to you.
you should definitely start as min ap. however, as you level up in TG, the minimum difficulty of caravans will start to increase. so my suggestion is with every new TG level add a few extra APs (2-3 APs should be enough per tg level), otherwise because the min difficulty has increased you will start losing more.

in general you should be able to maintain a 2 to 1 win/lose ratio if you do as i described above.
also, don't think that you can just wear more arts and get a better win lose ratio, because as far as i know you can not improve on that win lose ratio (don't remember when, but i'm sure i read that ratio somewhere).

the rest of this post might be boring, but if you're interested:
mathematically speaking, there is no cap on the maximum difficulty, but there is a hard limit on the minimum difficulty which is based on your combat level as well as tg level, when you're playing min AP, you're close to that minimum level so you'll have to increase AP otherwise, that min will will fall into the standard deviation, causing your mean to stay high at the cost of losing win/lose ratio; on the other hand, if you're over-dressed, you're just increasing the mean difficulty without affecting the ratio!
Stay Alive
Stay Alive
for Dbest:
try be mighty wiz. don't split your magi. have enough % ini and feel that through shoot :D
i really hate that golem. very slow.
try be mighty wiz. don't split your magi. have enough % ini and feel that through shoot :D
i really hate that golem. very slow.


Well, you kill say 20 efk and 20 GMB and then the remaining 80 GMB kill in 1 shot magis. They really lack resiliance to be worthy as might and lack dmg output to be used for soot and die strategy. Then, they deal as much dmg when splitted, but unlike 1 stack, it keeps range or casters busy for a couple of moves (splitted in big enough stacks to be high priority). When it's lores, it's even better because a couple fireballs gets the better of both worlds in ambushes.

Modern golems can be powerfull used properly; you need every stack safe for 1st turn, wait, then AI moves to you and golems then get to move... If you manage to have only golems around small stacks, then they will clear 4/5 small stacks with little losses. They just need +2speed to make sure they can hit in 1st move against caster caravans because obviously you wouldn't let AI come in this situation, but then you benefit from magic resistance.
I have never played wizard so please give me a good strategy for lvl 6 battle wizard
371: What you mean by "battle wizard" ? Might build or new alternative faction ? Alternative faction is new, so we have to learn them first and final "build" will be probabably different than current in insight tournament.

Still, at lvl 6 you dont have much from alternative faction. Possibly only alternative gremlins ? With low faction level its not easy with wizard. Maybe split mages as much as possible for maximum damage from magic punch.
370 :
of course mighty wizard really bad in hunting.
you should get assistance for it.
but for pvp
your through shoot will be powerfull in full stack loreKP. try raise again if you lose loreKP. :D

(idk why they hate wiz and decrease loreKP recruit -_-. On level 5, i remember have 7 magi, but now just 4, so bad)
here we are, battle wizard arrived.

Well i did my first battle and they are pretty good. Only drawback, now we lost the chance of reaching shooters at first round since mini artifacts are gone, and no troops have 9 speed. That will be a big issue on some battlefields (maybe fortune genies will arrange that).
I believe lodestone golems are a bit disappointing there, with the same low ini and short speed as normal golems, they won't really do much during the fight, unless they get to endgame against slow units. They should at least get a chance at +1 movement somehow (remember we can't cast speed anymore).

Also, the middle skill on talent wheel is very specific - in fact i think it's not worth using it until one reaches level 4 magic guild and get chain. But a very good surprise on attack, morale and luck that finally give a change against heavy built opponents, and don't oblige one to rely only on hero and run tactics.

Not sure this class will be able to already face a dark demon, but i think they are on the good way!
i used it and where is their unique racial ability? o.O is it passive?
i used it and where is their unique racial ability? o.O is it passive?

Dominion of magic
This ability is available to Battlewise wizards knights instead of Mini-artifacts. It increases their attack and initiative by certain amount depending on their Spell power and Knowledge parameters. The effects are:
[0.3+0.03*(FSL)]*[(Spell power)+(Knowledge)] bonus attack;
[0.1+0.01*(FSL)]*[(Spell power)+(Knowledge)]% bonus initiative.
Dominion of Fire Build is the way to go. I've seen battles where these Wizards have pummelled might builds.
low speed is alt class wizard biggest problem
How much mana would you tipically pick in lvl 13 for a CG duel?
for Slust:
I use 60 for level 12, and it seems to be fine. 70-60 should be ok, the only problem would be to face a DD with lots of vermins, but then the troops can deal more damage to compensate, I think.
This topic is long since last update and considered obsolete for further discussions.
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