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Wizard Faction Topic


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AuthorWizard Faction Topic
but what is the point of being a might wizard? wizard is born using magic. by using might, you're losing the advantages. if you really love might, why not try barbarian?


For fun, maybe? Have you ever considered some people just love to try new things?
I saw a couple people do a holy magic wizard (what you are calling might) in the russian server and thought it was an interesting build. Our triple minis more than make up for our weaker creatures and adding mass holy spells is a deadly combination.

I picked wizards for magic because that's what I like, but if no one from this server tries the holy magic build I'll be willing to try. Of course it will probably take me a year to get to lvl 11, so hopefully someone else (*hint, hint Jabbar) could try in the meantime.
https://www.lordswm.com/warlog.php?warid=476238562
please can someone help me detect my mistake in this battle ?why i lost inspite of 20 ap arts ?i lost another one against elf brigands,what to do next time please help .
203:

You should kill shrews with top priority. I saw an arrow on hydras and another on mino soldiers while many shrews were still alive. Small stack of hydras and minos are your best friends in this fight, the ideal thing you want is to get your gargoyle in corner and then hydra and mino attacking it blocking all rogues/shrews that are still up so that they can't hit. Shrews have insane initiative and they do a lot more dmg than anything else in DE army so they should die first ( along with lizard assailant that goes crazy if you cant avoid going close )
Yes, agree with 204. In wizard, the first thing you need to learn is how to run away/defense yourself to survive the longest possible time, in order to unleash the power of our heroes' spells....
could anyone explain how initiative works on the hero? it seems no matter how high my initiative is, my hero's initiative is always 10. is there anyway to get my hero's initiative up?
could anyone explain how initiative works on the hero? it seems no matter how high my initiative is, my hero's initiative is always 10. is there anyway to get my hero's initiative up?

Its always 10. Only way is to learn Socery talents to boost initiative after casting a spell.
203.
You could kill one stack of shooters first and garg get into the corner.
It's a good way against Elf and KNI brigands.
Though has less effect, this works to DE and BARB brigands, too.
Almost no use when you meet WIZ or NECRO NPC =(
I have a hunt upcoming, 5388 farmers. I have full arts set (sp 13, def 13) and mostly double mini art for my stacks, lvl 7 faction skill, do you think I can win? With 105 mana point, I can take out roughly 14+k hp with my magic. The rest of my stacks need to kill at least 6k hp. I think this is beyond my scope.

Any idea how I can win?
My only suggestion would be to look at the mana regen talent and see if it could help you in that hunt.
I did a similar one with mana regen fighting 1417 zombies. I lost out due to mana regen was slower than zombie speed increase. They caught my garg after a while with their speed equivalent or faster.
209

You probably don't have many chances at level 9. Biggest problem is you cannot have both intellect and mana recovery talents at the same time, the combination of those two would make it possible most likely.
The ideal way to do most damage in this fight is to go with more mana and less spellpower and use magic arrow since it is more mana efficient. You can definitely not rely on troops doing 6k damage. With best occurences during the fight ( = farmers dont do morale on a bad moment - it will happen most of the times ) you should go into hunts expecting troops to do maximum 2k damage otherwise i would suggest to skip. Also for troops with speed 4 you got maximum 30-32 turns to kill after that they will catch you.
Thanks Jabbar. i reckon I have no chance too. I asked for help from a DE and I won it with just one artifact. Sometimes it pays to do the math.....:)

Now I have 3250 gremlin in the pipeline. I am going to take them myself. All the best.
10.7k farmers appeared for me today but its really hopeless atm, will probably take them down once i hit combat level 11.

Wizard should more or less forget about creature damage on hunts, either you have enough spell power/knowledge to kill everything within a specific amount of turns you can survive or you pass/get assist.

Keep in mind that some hunts require the use of sorcery to be able to kill high damage creatures with low hp fast ( perfect example is mercenary archers - very low hp with comparatively huge damage potential - or goblins/hobgoblins as a melee creature example ). Its even worth it to forfeit intellect to get expert sorcery in such cases.
Hey, I hope someone can help. Im looking for information regarding mini-arts - I'd like to know what is available at Faction lvl 6. I'd like to equip luck+2 but dont know when this can be acquired.
Thanks
for Jeroboam:

http://www.warriors-guild.org/forum/viewtopic.php?f=14&t=24
from warrior's guild forum
Thanks Straws, all the info I need :)
is fireball worth to get at lvl 10? i seems that after i building Magic Guild level 3, i still need to choose basic sorcery as talent to get fireball.
Can we split this discussion into levels 1-5 and 6+?

Most of the material here is redundant to a humble level 3 like myself.
for 218
fireball was good in group battle and ambushing. but it didn't help much in hunt. so it worth or not depend on how you play in the game. :)
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