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dark elf faction topic


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Authordark elf faction topic
i agree mainly with you karsot, but i ask you, is it worth to have staff of power?I would rather have 4 KN with lvl talents, and SP what's left, because you will have around 4 attack like that, your units will be totally useless.
You need to find a balance, being only a mage DE is very bad in hunts and it is expensive, without spell power giving arts, you can barely win something. But they are many players that have a lot of money, that don't know how to spend, and I think they should be mage DE's. For me, all the fun lies in group battles, if you wanna play hunts, go play HOMM V, here should be people that compete with each other, and that's the fun part of this game, you can accomplish very good results in groups if you are a mage, because the other people are not so focused on you ( only shrews maybe...) they will surely attack arhers, and because your troops are melee, then it is good to have an unbeatable unit with ranged advantage-->The Hero. you can deal easily 300 damage, as karsot said, and you will live long because of the lack of troops with shooting ability, and that's the key to win and have fun...
for jrf:

Erud is important, but I think, the most important is how to add ur shrews and ur attack .. I prefer A master hunter dagger +2 attack, basic leader ship and rally to maximize my attack and the numbers of the red-haired .. ^^ + a sword of might will be more powerful also try to wear a great hunter amulet or if u have a thief amulet, then u can add again ur luck + attack .. ^^
181:
sword of might gives you +5 attack, and +3% init.
it makes your units a lot stronger.
but it means 14 spell power instead of 18 (you lose the 2 spell power from the staff, and you must lose 2 other spell power to take knowledge instead, because 20 mana is not enough with elem call)
it means lightnings dealing 165 damages instead of 209.
empowered lightnings dealing 247 damages instead of 313.
it's up to you to decide: sword or staff, stronger hero or stronger units?


You need to find a balance, being only a mage DE is very bad in hunts and it is expensive, without spell power giving arts, you can barely win something.

my magic build was an idea for PvP only.
it would be very weak on hunts: you can't kill ennemies with magic.
when you face 1000+ zombies, your empowered lightning dealing 313 damages kills less than 20 of them: absolutely useless.
you are forced to use your creatures as your main source of damages for the hunts.
i'm not level8 yet, i'm a level7 magic DE, and in my hunts i use mostly delay, magic arrows are nearly useless.
at level8, in hunts, magic DE should cast delay, and disruption ray.
you don't need a lot of spell power for that: spell power is useless for disruption ray, and for delay, 3-4 spell power is enough: units are slowed down for 3-4 turns, giving you enough time to kill them before they reach their normal speed again.

i think a good mage build for hunts at level8 would be like this:
3-4 spell power, 2 knowledge.
all other skill points on attack.
talents: basic leadership, rally.
artifacts: might artifacts (sword of might, ring of inspiration...)
i think a good mage build for hunts at level8 would be like this:
3-4 spell power, 2 knowledge.
all other skill points on attack.
talents: basic leadership, rally.
artifacts: might artifacts (sword of might, ring of inspiration...)


i really don't think that that is a mage build...
and as far as i know, we were helping jrf, and i think he wants to be a mage DE, you give advices how to be a might DE, but really, i ask you, what's the use of that? there are hundreds of people that are better might DE's than you'll ever be, didn't you want to be the best in something once, rather than following the others?

My personal opinion is that might DE is boring, and used too much,they killed all the fun in this game, maximize the shrews and attack, that's all, no tactics, it's so like barbarian stile, and i really don't think DE's are ment to be like them...
And besides, while being a might DE, you are not maximizing the potential DE's have, and that's unique faction skill, elemental call and a KN of 1 in start,and cheap chaos talent (compared to Demons...), all that indicates that DE's are ment to be mages.

I also have a little complain to the balance, the might DE can't get much stronger, only more attack, but the mages are very hendicaped for the unexcistance of mage guild lvl 4 and 5, imagine what would armaggedon do...
Of course that is no excuse for lvl 8, but an excuse for not being a mage DE, is the price, people find mage arts too expensive, and they rather buy the might option, because they follow everyone else, and they think everyone else is right, and they follow them blindly, without thinking...

The matter of hunting,hmmm... that's a bit hard, but I would strongly suggest that you should have different talents, in group for ex:erud+call+off, and for hunting adv.luck+off, and you don't need pot of oblv to do that...

I would really like to introduce a very succesfull mage DE:
https://www.lordswm.com/warlog.php?warid=476366589
he has been a mage DE, since I first saw him, and he will soon be 9lvl, I think he should be an example to all of us, how to have balanced mage DE
I watched the battle, and I think the Knight did a mistake, He forgot ESCORT .. with escort guarantees his win I think .. hard to kill the magic, but easy to kill the melee like DE with Escort, then the x-bow will concentrate on shooting the hydras and lizards .. minos and red-haired will be killed by escort .. ^^
185
i don't quite agree with you, you think escort is unbeatable, but it is not like that...
escort can be applied to only one creature at one time, for example, excort on griffs, who says you have to attack griffs? you can attack monks, swords, or even xbows if you killed the block, so escort isn't really that good, there are always ways how to beat someone...
Yupzz but The non-escorted ones can still be in full numbers can still make the best damages ... coz they are not attack .. I think that is the best trouble for DE .. coz they almost have all mele .. ^^
you are simply not listening, the solution lies in that that the hero has "ranged ability" and he can replace shooters,that's what mage DE is all about...
Karsot, Mastermind, really nice posts and good ideas, I am glad that mages in heart are still among us :-) I have absolutely the same boring feeling about how everybody max. shrews and attack and I really like Karsot's mage build. I found some kind of balance now, it is 10A, 15D, 10SP and 4K, but I still don't have the best arts, I wear cape of spirits instead of cape of magical power and I don't have prophet rings, so I can have +3SP more. It's a question of week or two.

During lvl 7 I was saving and saving money, renting arts, trading resources, shortly I did all these little profit things and I got to property about 250 000 - 300 000 gold. Then I built lvl8 buildings, sold all resources, even some elements cause I just can't afford enchantments yet, and I bought wizz helmet, atire, steel cuiras, boots and sword of might. Now I am really poor, but happy :-) on lvl 7 I was rich but bored.

I also agree with idea that PvP should be the biggest fun in this game, at least it is for me. Lvl 7 was a hard work, now I will have some fun :-))

I would also appreciate, if the talents get locked, so everybody got stuck with these attacks and battle furies or whatever, and just few players like me and you focused on magic. We would be kings later :-P
i am curious,what are the best and the cheapest arts for level 8 to pass thieving level 3 and 4?thx a lot..
To jrf what arts did u have
Ok, now I have

Wizzard helmet, wizzard attire, cape of magical power, sword of might, steel boots, dragon shield and I must decide about rings and amulet now.

It gives 10A, 15D, 11SP and 4K now. I am focusing on PvP with this build.
To jrf : Prophet rings 2 and Thieve Amulet, for the sword try this : staff of power .. ^^ If u wanna be a magical DE then better wear all magic arts u can .. ^^
I will use the Sword of might, cause as I wrote above, I think DE needs good balance in parametres. Without sword of might the attack would be just 5, that's too small.
Yeahh .. I understand .. Half magic and Half striker ... good combinations I think .. HAv fun .. ^^
Thanks ... after few PvP - it's working really good. But I have problem with Necro, especially with dominion of pain. Last battle I "ungrouped" my stacks as much as possible, so that he always could poison just one stack, but I've lost anyway. I did some mistakes, but I don't think that avoiding them would change anything.
Any tactic against poisoning and raising Necro?
it's very different if he has max ghosts, or max inf. zombies.

if he has max ghosts, then magic on ghosts, nothing else, and divide your shrews at the beggining 24+1+1+1 and try to get to archers, so they can't shoot, the problem are skel bows, but you can easy come to them, but in the second round, spikes on the barrier and block with shrews, with 24 don't come to near, for block use 1, cuz you'll get killed otherwise, the vamps you can easily kill with lizards, and that should be it, step only on ghosts if you can, the other ones are useless, because they get too weak after raising...
yeahh force them to raise .. and waste the mana .. but focus to the skelies bowmen first .. ^^
What are good cheap art combos for magic level 5
Thieving for DE. what is best stat and cheap art. what talent should i have for lvl 9?
This topic is long since last update and considered obsolete for further discussions.
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