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Wizard faction topic


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AuthorWizard faction topic
i forgot to say something. i have artifacts for Spellpower that sets my SP to 6, and in lvl 7 i can bring it to 8 with other artifacts. but i have no artifacts for knowledge ( and don't wanna have it ). i also choose the concealed knowledge and mana recovery ability. now which skill is better ?
@smart0eddie thanks for your reply.

i must admit, that i forgot which of the dead stacks were the 7 genies.. and then i revived a single genie over and over.. i think i already lost at that point =)

but in the latest report the raising should be fine.. without the raise i would have died. with raise i killed more ogres :) :)
maybe i should use 1gargoyles to stall the wolves?
otherwise i can't keep them away.
in one ambush my tactic was to put all 3 melee units on 1 spot.. maybe it would be better to put one in every corner.. but i'm afraid the barb would kill every stack with concentrated attacks while my magic is not strong enough to make me benefit from the time bonus which the spreading gives.. (but it works for example vs elves)

anyway, as chaos mage vs barb on lvl 10, where should i aim my spells:
wolf raider, orc or roc (or in some cases hobgoblin) ??


@461.. test it out an think about it. calculate everybody will give you different advice. you should check how many turns it needs for mana recovery to make your mana as high as it would be with concealed knowledge..
read my previous post pls... previous page. i am talking about which skill should i choose when i lvl up!

thanks
always the same questions..
spell power or knowledge.. ? ?
intellect or mana recovery ? ?
i want pie
@ 463 get spellpower. . . .
462.
thankfully I didn't met barb players at lv 10
but if so, I would focus on wolves first (or on hob if no wolf)
hey do you guys feel that wizards dont get enough turns and get killed?

I thought about it after watching higher level wiz play and realized that it is because we all choose intellect to get more sp or chaos magic, eru and etc. (things that just up our dmg)
However, in my opinion, sorcery sec/third, would be more beneficial for us and it wouldn't matter if we just added a few kn points ourselves.
Actually, unless we learn fireball, we don't use much mana. so we wouldnt need more than 5kn (I THINK).
The thing is that we have dmg, but we dont have speed.

What do u guys think`.
Well, maybe a different strategy would do the work. We shouldn't base all our forces on the hero, we have to spread it too on the creatures. One mistake I did in a battle vs an elf was that I didn't use my magi as I could ( I mp'ed elven bowmen instead of unis - that have magic proof - or efk - that were staying near unicorns ). Now I realise that it was something like "let's kill the elven with what I can and leave the 'big part' to my hero". And in PvP sorcey is very good especially combined with mana recovery - this can help wizard if he's one of the last players in the battle.
How does initiative work for the wizard hero?
Is it something like this?

Taking a time unit of 1 for normal 10 initiative troops.

Time between default hero's turn --- 1 time units
With +10% ini through arts and TG -- 1 / 1.1 = 0.9091 time units

When including Advanced Sorcery
After casting (non mass spells) ---- 1 / 1.1 * 0.8 = 0.72723 time units
When waiting ----------------------- 1 / 1.1 / 2 = 0.4545 time units
ee..
everything seems correct
I wonder how advanced sorcery works .
which after casting 1/1.1*0.8=0.73 or 1/1.1/1.2=0.76 ?

cheers :)
https://www.lordswm.com/warlog.php?warid=483519739

DE pawned wizard in a magic duel at level 10:P
@ 470
Wizard didn't use miniarts and was only fs lvl 5, the wiz hadn't upgraded golems for modern golems and he didn't set up his troops... so wouldn't call it a fair battle
still DE rocks...
I think wiz can win DE easily ,no matter DE use might or magic :)

plz read @469 and cheers again :)
@ 469

I am not sure which is correct. In fact, I am not sure if the way I did the calculations are correct either, thus asking the wizarding community, and hoping someone would be able to provide more insight.

However, based on the description of the Sorcery talents (in this example Advanced Sorcery)
After casting a spell (except Mass spells), hero gains his or her turn 20% faster

I would take it that the normal turn to be 0.9091 time units, thus 20% faster would be a multiplier of 0.8, taking 0.72723 time units instead of your suggested 0.7576 time units.
I might be wrong though.
uh..well
TG don't give hero ini,which is not a good news =(
475
yes,only arts can give hero ini

474
turn 20% shorter : 1/1.1*0.8=0.73 (about 13.7 ini)
is different from speed 20% faster : 1/1.1/1.2=0.76 (about 13.2 ini)

so which one?
Im waiting for some wiz experts to answer :)
@ 475
Ah, that's right. Mixed up the Initiative bonus between troops and Hero.
Thanks for pointing it out.
That makes only the Sorcerer Sandals able to increase the initiative of Hero currently.

Im waiting for some wiz experts to answer :)
So am I. =)
hurt hurt, look at this very good thing Im using now :)
https://www.lordswm.com/art_info.php?id=hunter_ring2
lol..
looks like I am getting things partially correct at best, and totally wrong at worst, very often..

Only checked the shop artifacts, forgot entirely about the hunter/thief sets.
Thanks ZGM.
u r welcome :)
This topic is long since last update and considered obsolete for further discussions.
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