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Wizard faction topic


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AuthorWizard faction topic
https://www.lordswm.com/warlog.php?lt=-1&warid=19782966

here is a hunt i did... not a difficult one, but i used a strategy which many wizards dont seem to think about

im a magic wizard, but here i took a might wizard recruiting. instead of running with the gargoyles, i used them to protect my gremlin engineers and magi. since i was battling liz cavalry, my through shot was devastating, and my magi got 3 chances (without any morale boost) before the liz reached me. i had only lost my 4 gargs till then.

i think this is the magic/might build which wizards have been talking about (kind of) although i did not have very high atk or def.
oh... i just realized that i had magic build... :P
but anyways i meant to have might build arts in that battle, and i used a strategy suited for that

i was going thru some of the previous pages, and it seems that everyone thinks that golems should have attack and defense miniarts.
the main problem with golems is that they're slow and never get to attack... why not put speed on them? i would put initiative as well but that is not as important as the speed.
Golems are pretty much worthless. Only at level 10 onwards Modern Golems are a decent unit with a bit higher stats and unlimited retal.
Initiative mini arts don't make a difference as their initiative is very very low, though speed is worth it, especially at higher levels with triple minis.
exactly my point... until you have modern golems either you use golems as a tank (def + health) or an attacker (speed + attack/ini).
there is no point for using them as both... why put attack and defense?

one other point - for certain hunts (eg. ogres, swords, zombies) with magic build i would put speed on gargs as well. this allows you to run for a long time while you just magic them to death. even though the neutrals speed up, it wont get enough speed to catch the gargoyles before you kill them.
if you need speed really depends on your strategy. when you play defensive, you wait for the enemy to walk in your range, and you don'T need speed.
if you take it, remember that it makes your golems weaker compared to +4 life. maybe it's good in 2v2 or 3v3.

@604 ini isnt good for golems, it makes them 5-10% faster but 20-30% more vulnerable. so even as first-attacker, they deal less damage with ini, because their numbers decrease faster as the battle goes on
@605: if you put ini on golems, how does it make them 20-30% more vulnerable?
is it because you cant put defense/health on golems instead?

maybe the numbers decrease faster, but also with more turns golems can retaliate more. i know this is not much, but its something to take into account. also, you have gremlin engineers to raise ur golems back (assuming max magi, golems, grems, gargs).
yes that's why the are more vulenrable.. ;)
you exchange 1 defense by 2 initiative.. 2% initive = 2% more frequent attacksand retaliation = 2% more damage over time. 1 defense = 5% less damage taken.. very very rough calculations. you can do as you please, but i am 100% sure. maybe you should see a duel of 30 golems with ini vs 30 golems, and give ini golems the first strike
which level become hard to do ambush ? (planing to change faction...)
im lv8 n feels ok
in my eyes golems / modern golems are made to guard your gargoyles as long as possible. after the gargoyles guard your hero.
and the hero kills all stuff. thats my tactic for battles against creatures which takes 4 squares on the battle fight.
i prefer my golems with defence, hp and attack for it (attack if they hit back the stack, which did attack em). that works very fine for my modern golems. but thats only for fights against creatures, that needs 4 squares on map.
against other creatures its for sure worth a discussion. but about initiative i dont see a sence. modern golems / golems have very low initiative. so speed is better in my eyes.
just try it out yourself, you can change the miniarts each hunts for free now :)

just my 2 cents, Schwan
608: For me (as barbarian on lvl 8-10) was lvl 8 ok, lvl 9 was very bad and lvl 10 was good again. But it was on old battlefield. I think that depends, what faction you want to use for ambushes. Maybe DE and Demon will work fine with few arts and if your caravans difficulty is not so high.
610: ok . i think lv9 wiz still ok b4c super miniart and big genis . maybe lv10 or lv11 become hard ?
i think level 10 much easier than level 9 cuz modern golems with infinite retal and 75% magic shield is huge troop upgrade

level 9 seem harder than 8 caravan strength increase greater than character troop count increase
GANDONY
for --artes345--:
ban)
somebody has experience with thieving with lvl 12 as wizzard ? would like to know, if its still doable then, like it is on lvl 11.
While someone is answering #615, which is better against the caravans: might or magic?
615: I did few ambushes as lvl 12 and i can say, that it is much harder for me than on lvl 11. But i am doing ambushes with 12 ap a trying lower difficulty as much as possible. But when i have got lvl 12, difficulty of caravans raised again. I am thinking about use more AP or i will stop doing TG completely. TG system is not very friendly for wizard ...
615: I did few ambushes as lvl 12 and i can say, that it is much harder for me than on lvl 11. But i am doing ambushes with 12 ap a trying lower difficulty as much as possible. But when i have got lvl 12, difficulty of caravans raised again. I am thinking about use more AP or i will stop doing TG completely. TG system is not very friendly for wizard ...

i had a look on some of em. i dont think, that its realy harder then lvl 11 ambushes are. i ambush only in full arts, and i think those caravans you got (i had a look on some) arent more hard then the ones on lvl 11. and they nearly all are winable in max arts. perhaps you should try out other tactics with modern golems instead of magis? this is the way i play, and i settle my troups on spots, so they can guard as long as possible my guargs. its not ment as offence, but i think your tactics arent the best. but just my opinion. perhaps i am wrong :) however. enjoy your day, and many thx for answering about lvl 12 thieving.
wizards spell power is a big ? for me... like my faction is d-elf my spell power is 3 i asked for assistance in a hunt the spell power for my partner was 0 still still both our spell power were equally strong... i just dont get the logic right
[Post deleted by moderator Sven91 // Spam]
[Player banned by moderator Sven91 until 2010-03-13 13:41:56 // flood]
This topic is long since last update and considered obsolete for further discussions.
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