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Wizard Faction Topic


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AuthorWizard Faction Topic
I will soon reach lvl 4 faction skil ( at level 6.. maybe it's a little to late but I hope I'll recover some fsp because they're harder and harder to be reached ), and I don't know what mini-arts are the best for gargo, golems and magi ( I think this is the best combination, isn't it? )..
My point would be to avoid using enchants in TG :) It is extremely expensive and will only grant you success for a very small period of time. An additional problem is caravans are unpredictable and enchants might not help at all versus some of them. [ Enchants on weapons for fast factions like elf/DE are different because they hit first and the damage they do on the 1st turn is crucial for the outcome of the fight - slow wizard usually dies to massive hp caravans / big stacks of high tier unit before he can cast more than 2-3 times].
101:
You definitely need defense for gargoyles at that level and if you want to make double ones add hp ( if you have money ). Magi could use initiative and/or hp and golems dont really bother too much, make some single +def arts for them.
thanks
Ok thanks Jabbar. Is that y u r playing as a dark elf? :)
Yes :)
And where should I put my point? knowledge or sp?
I mean my lvl up point

P.S. sorry for souble-post
for Warwick-the-wiz:

It is a bit late to reply on this but I have to say--how many thief fights you had were lost with a close margin? I would guess very few... Normally the enchanting won't give that much of boost, especially when you only get the basic magic damage in ambush. It is quite eye-catching and useful in group fight, but for thief, as Jabbar pointed out, it is just not that cost-effective.
If you've got tons of gold, sure you can enchant things. I am desperately looking for customers. :D But the one reason I can see for those to do enchanting are, yes, fireball...
for TBI:

At this point, I would say knowledge 5 is enough, maybe more than enough. So next point would be better go spell. Before level 8, I kept both hats (+1 knowledge and +1 spell) in my inventory so I could put on a different hat for a different situation. But now, the +1 knowledge one rarely get used.
You should really consider changing faction to do serious thieving when you are so rich. Reaching TG4 with wiz is not impossible but very time consuming, and probably not much cheaper than changing.
What are the best mini-arts for gargorials at level 6 (not the enchanted gargorials-the ordinary one).I'm poor and i can't afford double mini-arts for them,so what will be the best single one ?What about +1 speed?They will be able to run more and let me use my magics more time and they will be cool when i upgrade my gargs.And,do i need to upgrade my gremlins first or first to buy artifacts...Some of the wizzards think that gremlins are useless if u don't have enough money to buy 'em cool arts.

Opps,that becomed too long...sorry ;P
Just + 5 def(and 30 of them)

Garg's int and speed isn't fast enough to run even as a flyer. Better put + def or hp for tanking for max stack.

Forget gremlin, too expensive per cost.
give the + def from your golem to garg and give golem +1 speed.

5 movement makes a HUGE different for golems(able to reach the other end in 2 turns)
If you are so poor i suggest you forget about giving golems minis. Move their def minis to gargs. Golems arnt the damage dealers, they mainly serve as damage takers. its better to sit home and take a few hits from already weakened stacks than charging out deal 70 damage and die 1 hit from retal. That gives you at least 1 more turn to cast a three times more powerful spell.
I'm wondering about using more golems with a might build on the higher levels. Does anyone have any advice about this? I've noticed that Kusika, who plays might, doesn't do this. Any ideas why not?
for Ryric:
Kusika is not really in full might, he still has much mana and spell .. but that is enough not exceed .. :) It depends on ur tactic, golems are too slow .. but at level 9 - 11 better bring them .. like or dislike they are one of ur best troops .. just do not bring gremlins or gremlins engs .. they are useless .. :)

For wizards : NO might build, ur power is ur MAGIC not ur might, u can do might, but see the damages of ur troops, the attack even .. :( they are suck in that .. Wizards have the worst troops, but THE BEST MAGIC .. :)
golems are probably TOO slow to deal good damage. And a stack of 20 or 30 cant take many hits either from shrews and can be killed 1 hit by lizards.. :( I have watched many of kusikas group battles and I find he does very well going half might. Dominion of fire is just AWESOME, paired sphynx and genies its just awesome.. :) plus gargs can take MANY MANY MANY more hits .. :)
I'm future planning again, this time the nightmare for wizards, thieving.
1)How much and what arts would I possibly need at, a)TG0? b)TG1) c)end of TG1)
2)How much exp would be expected to get upon reaching TG2?
3)How hard would it be harder(if any) thieving at level 9 without modern golems and with only double minis?
3b)Caravan difficulty resets upon level up? Or not?
1)
possible to finish TG2 with min ap
if you want to reach it within 14days, I suggest best art sets for lv8.
2)
depend how much you wear and how many player you met
I think less than 250k
3)
in my experience, impossible for tir-mini+min ap
most are still easy for full arts
3b)
no, they only go harder and harder =(
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