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AuthorWizard Faction Topic
29.
imo. magis are better than golems since golems are TOO SLOW
and you can raise magi after lv8


37.
1 type of mini-art can only equip on 1 type of unit
+1atk differ from +1 def, +2def differ from +1def
for smart0eddie: Means that I have to use +2 defence if I want to inves all the MINIS to defence ?? thx a lot
42
You can make +1ATT and +2ATT and +1DEF and +2DEF and...
Once you give +1ATT to golems, you can't give the same +1ATT to any other troops. You can give gargs +2ATT though, and magi +1DEF, and gremlins +1 HP,...
The same is true for double arts, you can make +1DEF+1ATT and +2DEF+1ATT ,...
Hi,

How much do I have to invest to change my level 11 barb to wizard (Castle and mini-arts)?
How much do I have to invest to change my level 11 barb to wizard (Castle and mini-arts)?

Have a look here:
http://www.warriors-guild.org/forum/viewtopic.php?f=14&t=24

I don't advise to use mini-arts until you reach faction skill 3 or 4.
Thanks :)

Even without mini-arts too expensive for me.
https://www.lordswm.com/war.php?warid=478265304

once again, the lorekeepers' action shocked me
Did adms change AI mode?
or why did they shot instead of trying melee attack?

thankfully not magic punch =D
Although it sucks for us, I think that is a good thing because it was a bit cheap the way it was before.

I must say I liked your strategy alot especially raising genies to get rid of the other shots.
What did I do wrong vs lorekeepers.

10 AP instead of the min 6 needed.
Double miniarts on Gargs and Magis.
Took an assist too ... even though it was Elf FS 0 (main FS 3 in necro)
Couldn't do much more than this.

https://www.lordswm.com/warlog.php?lt=-1&warid=10275597

They just destroyed me lol. Doubt if a cape with one more skill power would have made much difference.
49
Well, there were too many stacks to win anyway, but some tips:

2 fireballs killed 7 stacks (4*1 mage, 3 druid stacks).
You need time to kill lorekeepers with magic. Instead of using ( pretty useless) magic punch or lightning, move those stacks forward, so that fireball can hit one, maximum two stacks if possible.
i already equiped +5%initiative on magi.can i equip +20% magic resistance also?
@51
Since you are FS 4 you can make double miniarts and use init+Magic resistance.
Though I am not quite sure magic resistance is the right component of the double miniart for magi. I would tilt towards HP or def to make them last longer.
As I am approaching the wonderful faction lvl 7 with the promise of triple mini arts, I do not want to screw up this huge investment I am making for the future of my character. So wizards with triple minis, I would like your input.

Although I'm basically a pvm wizard, I would like to engage in some pvp so I would like a balanced set of triple minis. I was thinking of doing a Att+8/Def+8/Luck+2 for my gargoyles as soon as I get faction lvl 7. Then when I hit lvl 9 and hopefully I would have scrounged up the money would like to get triple minis for my genies. I am debating between Att +7/Def +8/Luck +2 or Att +8/Def +8/Morale +2.
Soon reaching level 8 and racial 6, I'm wondering which doubles I should get for gargs, Genies(atk+def or atk+luck?) and eventually Golems. I would like to have more economical minis as my current economy isn't strong enough. Thanks!
54:

At level 8 genies will be used mostly as casters ( since you only get 5 ) - so if you want to make a double mini art for them ( which will be replaced rather soon with a triple after level 9 or so ) , I would suggest you give them a defensive mini art with maybe morale on - ( defense/hp ) or ( defense/morale ). Attack and luck are rather useless with only 5 genies.

Regarding gargoyles, the best option for caster mini arts is by far Defense/HP ( maximizing durability ). Attack and Luck in general should only be used in mini arts when you get some more focus on melee damage on your strategy ( which will happen slowly after level 9 and more vividly after level 10-11 ). If you are short on gold however about gargoyles, you can just make cheapest attack/defense mini arts , they will be enough till you get triples.
For Eektor,
I went for atk, def and hp on Gargs.
However this may not be the best choice.......
In fact speed could be important..
Good luck anyways..:)
for eektor:

If you plan to do PvP as magic oriented wizard then you need completely defensive mini arts for gargoyles ( which are the best for PvM also ). Therefore you definitely need Defense and HP for start. The third choice is a bit more tricky. Luck without attack is , in my experience , more or less a bad choice, so i would suggest you get attack if you want to do some good melee damage occasionally. Speed would be an amazing option but only after faction level 8 when you can add 2 speed. The 1 speed you can get at faction 7 is ok but nothing spectacular. The att/def/luck mini arts are PvP oriented and are worse than other options for PvM.
Thanks for the heads up Jabbar.
Now I feel better about my choice...:)
I was pretty sure about the gargoyles one but now I'm not so sure. Well based on the resources I already bought, I'll probably get the att/def/luck anyways. But when I reach faction lvl 8 I think perhaps switching to att/def/hp might be a better option. I find at lvl 8 (and I hope at lvl 9) most of my damage that my troops do come from my gargoyles, so perhaps the att/def/luck is better for this stage until the higher levels where the genies seem to dominate. After that I think the gargoyles still do damage but take a more defensive role.

But what about genies? I recently put def/morale doubles on them and I found the morale really helped alot to give them extra turns. Perhaps I should do a att/def/morale with them instead of the att/def/luck. Also, if I give the att/def/luck to the genies I would have to lower one of the attributes because I would have given the best ones to the gargs. By the way this is for when I reach lvl 9.
Thanks Jabbar, but my main concern about level 8 is thieving. For TG2 do you recommend atk/luck or atk/def for Thieving? Would be atk/def enough for TG2 for the worst case? Thanks.

Oh, also is level 9 really that much harder than level 8 at thieving after getting almost double genies and possibly triple arts?
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