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AuthorWizard Faction Topic
i'm no wizard but all you need to do is build the magic guild lv 1 to cast spells other than magic punch...
May I know what kind of triple mini-art best suited for genies? I would like to give them some them in order for them to fight better in battle....
182,

for genies, attack+denfense+luck
how about attack+luck+morale?
for aikboon:
lvl 8 morale, lvl 9 luck
185, thanks!
https://www.lordswm.com/warlog.php?warid=476204523

can anyone give me some advice?
187: put enchanted gargoyle in the middle of LK?
they'll shoot each other
Go into battle with ONLY your enchanted gargoyles, so 0 magi, 0 genies, 0 golems
and those lorekeeprs are trying to hit you with melee >.>
Heh, if they changed the AI for lorekeepers, the records for lorekeepers will never be beaten.

The only suggestion I can offer is (from some other battles where it worked) move your gargs up a few squares to try to entice the lorekeepers to go after you instead of shoot. Also, if you look at the record for lvl 8 they made a 2x2 block of enchanted gargoyles. Perhaps that would work.
is it possible to play a might wizard?
at low levels mage wiz is definately stronger than might wiz but can't it be possible that on higher levels might may pay out too? Something like might necro (who can be really strong!)

my only problem is - wizard troops on high level look pretty week
the talents aren't that much of a problem since you have nearly equal possibilities with miniartifacts + cheap expert erudition (more attack stat points)
and some things will become very interesting such as:

- a max stack of master gremlins with +9 attack, +2 luch and +hitpoints
they would be better that necro's skele archer at attack and hitpoints but they may lack numbers (but in return they have 11 basic ini and can repair golems (well repair isn't that useful ;) )
- golems may be strong but slow
- magi are useful anyway
- gargs are a useful way to block enemies archer/take retal
- at lvl 10 wiz gets holy magic with all it's advantages, so good supp granted
but is this enough to beat other races?
you may get some more attack or equal attack compared to other factions but can you win with this?
has someone tried this build for a longer period of time?
please no useless comments like "wiz stick to magic", if you think a might wiz is not playable without losing nearly everythink eighter post why or don't post about my question
and if you know any other important things about that topic i didn't point out feel free to do so
and of course i know no one will beat magic wizards' hunting records with a might build but the question is may that build have at least a real chance against a nearly equal enemy at PvsP or 2vs2/3vs3?

thank you :)
forget about it
the wizard troops are so bad with no special abilities
they can't even stand until we use all the mana
wizard is dead
might wizard is possible once you get holy magic. Stats in attack, mass something-or-other on your troops and your opponent is dead meat. Asuming you've got triple minifull by then, of course.
It would certainly be fun for a try!
when i lvl 6?
do i shud buy grem engineer?
or better upgrade my bandit to poisoners?
but now im using both factions
193 +1

I think its feasible at high levels. next to holy magic (lvl 10) you will get a lot of genies from lvl 9, the beloved sphynx at lvl 11 and... the Clone spell at lvl 10 as well.
Might build is very much possible after level 10-11 in PvP. It can be handy also vs caravans but they will still be very hard anyway unless you lose many times to make them easy enough.

The whole thing becomes deadly at combat level 11 that you can have intellect and dominion of fire at the same time + you get sphynx. That 50% defense reduction is pretty much devastating versus anything. Mini artifacts make it possible to have creatures with very good might stats while keeping a decent amount of knowledge and spellpower without any magic artifacts ( except maybe cloak since there is not a good might choice for the slot ).
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?
if i fight vanguard wiz 0
izit hard 4 me?
Of course you use magic, going full melee is probably a worse choice , but a hybrid build is probably the best way to handle PvP later on.
Of course when fighting neutrals/MG quests might is worthless compared to the bonus spelldamage you get. But in situations that you don't have that bonus damage, doing 250-300 damage once per turn cannot compete with the amounts other factions produce.
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