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AuthorWizard Faction Topic
277
dark elf has the special racial skill "Piercing magic", which means they can deal damage to enemy has magic proof or even immune to magic, so they can deal damage to your gar or enchanted gar.
280: at level 7 erudition-intellect and then sorcery extra at 8-9 is the way to go. mana recovery becomes very good after level 10 when you can have it simultaneously with intellect.
ho to increase mana?????????????????????????????????????????????
283:
Put points in Knowledge.
i was ambushed by dragons at ridge of hope. what is the best strategy to win dragons for lvl 7 wizards?
You did big mistake in that battle in starting positioning :)
When facing dragons put everything in the back row so they dont breath 2 units at the same time :P
Wizard is easy when play duel or group battle?
I know easiest is hunt b'coz when we cast spell, our hit will more effect.
Forget about hunt n merc or other.
Im asking about duel or group battle?
Lastly, we easy to figth with ... ?
thanx jabbar, if i place all my units in last row and split my magi, i shld have a better chance of winning? and why does my hero's magic punch do only 48 damage to dragons but it can do much more damage to other neutrals?
"The Wizard characters also have an increase to the damage they deal with spells to neutral creatures at hunt and on Mercenaries' Guild errands:
# in case of direct damaging spells, [final damage]=[normal damage]*(2+[faction skill level])/2;
# in case of re of effect damaging spells, [final damage]=[normal damage]*([spell area]+[faction skill level])/[spell area]"

Dragon ambush battles count as normal battles, not as hunts or creature battles, so the wizard racial bonus doesn't affect it.
ok, now i understand.
Lol, what should I do with 11 angels... sigh.. I so want a hell record, im willing to spend money for arts, but still is there a chance?
QA Hunt Failed =) But it wont next time going to get minis and best arts^^
As you can see, my last attempt on angels is a major fail lol, and i do believe it would have been better if there were 2 stacks... But I firmly believe in my calculation. No matter how many stacks there will be, my gargs will survive long enough for me to kill 1 angels with spells. My magis will just need to kill 1, and that should be no problem at all.

So which is better for my gargs in order to defeat 11 angels? +5def or +3hp?

I would have 8 def if i wear best arts, so should my gargs have 17 def including innate, or 13def and +3hp?
To hiddenshadow:

Watched your fight versus the angels and your tactic is very wrong :) You need to do the following things to win:
1) Gargoyles in one stack in a corner and diagonally next to it all the golems.
2) Magi split on 5 stacks ( 1-2 magi per stack ). This will maximize their damage from magic punches. Furthermore you WANT the angels to go hit your magi first while you reduce their numbers with spells.

The plan is to have 1 angel only go in and attack your gargoyle. It is killing around 5 gargoyles per hit which means you get 6-7 turns to cast on the rest of the angels while the single angel hits your gargoyle stack. You get also 1 more turn at start since they need 2 turns to reach you and around 1-2 more turns while they hit the rest of your army ( anything but gargoyles ).
The whole difficulty in tactic is to predict which angel stack will be the one to get the space next to your gargoyle in the corner ( only 1 stack fits there if it is large creature ). While the single monster hits your garg ( make sure you dont reduce it to very low hps or the garg will kill in retaliation and plan is ruined! )

That tactic is standard way to go against ALL large creatures in game ( with small variations ). I will try and find a couple of my fights to demonstrate exactly what i mean in action.
+294:

https://www.lordswm.com/warlog.php?lt=-1&warid=2894183

This is a general example since i was level 6! I got enchanted gargoyles in this fight but the main idea does not change. Gargoyle in the corner, one creature can hit it, you reduce the stack that hits you on small numbers and then you kill the rest of the stacks while your gargoyle takes a little damage per round. Here you can see a better and more complicated example at higher level that still has the same basic idea:

https://www.lordswm.com/warlog.php?lt=-1&warid=8572714

Watching carefully you can see that all creatures actions in the fight except gargoyle barely matter. Their presence is mostly decorative, they do some crap dark magic spells to slow/curse or whatever and some low damage fireballs ( low compared to the total damage needed ). Once you decide which stack of giants goes in , you let it go in the proper spot and block the rest. You reduce it to small amounts so that it wont kill gargoyle but also gargoyle will not kill it with retaliation. Then you start hitting the rest. You can also watch on the initiative bar which stack is going in after the one that is hitting you, so in case the gargoyle does kill it, it's a good plan to reduce that stack to small numbers also and then move on to the next one.

That is the general idea you need to use on angels also. And keep in mind in such situations more stacks = easier for you since only 1 stack can hit you. Of course there are chances your plan will fail to a random morale ( has happened on me countless times :P instead of say 10 lizards, a stack of 300 lizard gets a morale and goes in first killing the gargoyles in 2 hits ).

Regarding the mini artifact question, defense is definitely a LOT better for gargoyles than hit points. 5 defense will reduce the damage gargoyles take by approximately 25%, so if for example angels hit you for around 100 in the fight, without mini artifacts, you would get 75 damage with defense one saving 25 damage each :) That's 8 times more than you would save with 3 hp mini art. Hit points mini arts are good versus magic ( damage will not get reduced by defense ) but gargoyles are immune to a lot of spells so its better to use defense anyway ( not to mention 90% of the time you get physical damage ). Consider HP only for magi as mini art, for everything else defense is simply better. Of course later on you could always make def/hp double ones which are the best defensive mini arts for mid levels.
In my opinion,
for lv5-7,against large creature,
maybe this formation would be easier to control the condition:

X Magi
X Magi
X Magi
X Magi
X Gargoyle
X Golem
X Magi(biggest stack)
X X X X X X X

After first strike, gargoyle get into the corner.
Take below two for example:
https://www.lordswm.com/warlog.php?warid=474824981
https://www.lordswm.com/warlog.php?warid=474407774

This formation may help to make sure you weaken the right stack.

AWARE:
If the number is very big and only split in two stacks,
they have BIG CHANCE to kill gargoyle with thousands of damage in first strike.


To make records,maybe it would be better for lv5+racial5~6 or lv6+racial6.
(lv7+racial7/lv8+racial8 are crazy...)
hmm thank a lot, i was just out of my mind and trying something new. Now its just waiting for the angels to reappear, and im going to fix minis now =)

Also, one more question to make sure, under what circumstances will gargs become top priority? 99% my AI follows the priority list going for magis->goleys->grems->gargs, but occansionally they hit my gargs when there are a choice before killing any other of my army.
If they have large numbers that can reduce golem numbers by alot (not sure how many), then they would go for golems instead of the stack of 1 or 2 magi.

Likewise for the gargoyles and golems.
I noticed that often when I have 1 or 2 golems left, a reasonably large stack of creatures prefer hitting my gargs.

No idea about grems as I have not used them for very long
may i ask?i just got lvl 5 and i am not sure what talents are better than others.can u give me a pice of advise???
299: You want to use basic erudition. It will give you at level 5 one more stat point that you can put to spell power, it will make your magic arrows more powerful. The holy magic talent you have now is completely useless since you will not be able to cast holy spells before you reach level 10.
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