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All about Elf ( hints, tips, strategies, talents, .etc..)


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AuthorAll about Elf ( hints, tips, strategies, talents, .etc..)
questions:

1)what recruiting is the best ?

1. 23 sprites, 5 fk, 12 elven bow, 6 druids
2. 21 sprites, 19 fk, 7 elven bow, 5 druids
3. 25 fk, 12 elven bow, 5 druids
4. 21 fk, 12 elven bow, 6 druids
5. 23 sprites, 10 fk, 12 elven bow, 4 druids

plss answer(i need it)
1st one
Use max sprites against slow creatures while hunting.Max forest keepers in Group battles and against fast creatures.
Recruit max in the order that they appear and where applicable for these scenarios:


Slow hunts (speed 4-5, init 7-8)~

Fae/Sprites, Bow/GMB, Dru/Anch, Trees, Uni, FK/EFK


Non-Shooter/Non-Caster hunts~

FK/EFK, Bow/GMB, Dru/Anch, Uni or Trees *playstyle preference*


Shooter hunts (other than Gremlins or sometimes xbow) ~

FK/EFK, Fae/Sprite, Uni, Trees, Bow/GMB, Dru/Anch


Caster hunts ~

FK/EFK, Anchorites if you have them, Fae/Sprites, Bow/GMB, Uni, Trees


The idea for caster hunts is that you will have a talent set for Rally, seeing as how most casters will decimate phantoms. Anchorites make great shooters, and Casters will target Bows first. Uni stay behind for Aura of Magic Proof, allowing Bows to make longer-lasting fodder. In Shooting hunts, Uni are better off as attackers and Bows make poor fodder for only one shot... not to mention phantoming is more beneficial so Anchorites are not needed as shooters.
1
what is the most suitable recruitment for lvl 12 in CG Combats?
what is the most suitable recruitment for lvl 12 in CG Combats?

I would suggest Max EFK, 22 GMB, 30 Anchorites, 6 Uni and 8 Trees.

Use Expert Holy and Dominion of Wrath. You can only have Basic Luck with that, so get your other Luck through arts.

Most people disagree when I say 8 Trees, but those things are quite difficult for a fully arted player to take down. A stone skinned stack of 8 Trees could likely take out a stack of 80 Guardians from a non-might Knight simply by Entangling and constantly defending.

Also, don't be too defensive with your EFK. They are meant as bait so your Anchorites can do most of the work. 30 Anch make great melee units when they are out of shots.

With mass Rapid and Chastise and enough mana for various Blessings and Evasion spells, you should at least be decent competition for any faction.
what will be good talent and recruitment for level 10 elf in minor tournament? and how to choose favorite enemies?
same as gonlador...but level 8
FE should be based on what gives you the most trouble for your play style.

I personally recommend the following:

Knights -- Griffins or Guardians. Rarely will you see a full xbow set up. If you do, it's no problem. Take out defending single Guardians with Anchorites' Earthen Spikes or Druid's Lightning. Shield Allies will make it difficult to take down xbows otherwise, but they aren't necessary to be FE. Griffs because of their speed, Royal Griffs because of their Battle Dive, and Guardians because of their numbers.

Necromancers -- Vampires or Skelbows. Necro are tough in general, but Vampires will cause you the most problems. Ghosts/Apps are relatively slow, and Liches don't come in many numbers. Skelbows are easy to kill but cause high damage early on, and Vampires are difficult for melee units to take care of. Setting Vamps as FE is a good way to get rid of them early on.

Wizards -- Gargoyles. The worst part about a Wizard is the opposing Lord. To finish them the quickest you must be able to take out their Gargoyles; all of their other units are negligible.

Barbarians -- Another tough choice. At my level I would suggest Cyclopse. A fully arted Barb has high defense and Cyclopse will be the toughest to take down. Orcs, Wolves and Rocs are all relatively low defense and can be killed appropriately. If not Cyclopse, perhaps Ogres would be better. You never know at lower levels if they choose to go with a full stack of them. Worst part about a Duel with Barbs is that it almost always comes down to initiative.

Dark Elf -- Shrews. Take them out first and you're good to go. Split your GMB in case they choose to split their Shrews.

Demon -- Hell Horses or Cerberi. Another sort of tough choice... Demons cause many problems with being able to gate, and they have competitive range and melee. None of their units individually are hard to deal with. So FE which ever one you'd like to take out first.
For Talents I would suggest a decent Holy build if it is available to you. Otherwise Rally and Luck.

Recruitment is pretty basic. High melee count if below level 12, but don't lower your bows too much. Even if they don't get to attack, they make great fodder. Split your FK or EFk so you have at least one retal taker/blocker and split your Dru evenly for a good coverage of Stone Skin.

If you have Anchorites, max them out and do not split them. They make great attackers for both Range and Melee when they are out of shots.
This is how you fight a DE with the Tactics talent. Adjust for your level, don't worry, you can split your Uni or Efk further for extra blocking. Holy magic is not necessary, but it is a great boon. If I didn't have trees, bows would have focused on Lizards first.

https://www.lordswm.com/warlog.php?warid=493438008&lt=-1
To clarify: Bows would have focused on Lizards after Shrews were all dead.
Obviously this does not always work:

https://www.lordswm.com/warlog.php?warid=493438668&lt=-1

D:
Thanks, ipslne, for the advice. I've finished the tournament. I put all points into attack, and use rally+luck talent build, and I think it works for lvl 10 elf.

Level 10 elf could beat wizard, necro, and magic-build DE easily. Barb is a little trouble, but if you could manage to attack wolf first, you'll win. The big trouble is knight. For holy-build knight, efk and unicorn need to march forward and kill the enemies before they got all the holy magic boosts. Also, luck plays big role.

btw, what's good choice for lvl 11 elf if I don't plan to use natural magic? rally+adv luck will waste 6 points.
#15:

The factions are quite balanced. The final result depends a lot on the tactician levels of the combatants. But if the tactician levels are quite the same, yes, barbarians and knights might seem a little bit harder to beat. The main problem here comes from the talents because once you increase your combat level, your options become more vast. I played the same rally+luck at level 10 for pvp's and I kept the same for level 11 (oscillating in between advanced luck and 20% magic resistance). In my case, Might Elf suites better for my personality. I don't deny any other build, but Might Elf works the best in pvp's where you don't know your team. On the contrary, if you play with your clan mates or friends, then Magic Elf becomes a stronger ally.

For level 11 I chose two sets of recruiting. First was for defence based on archers and no efk's, second was for charging based on the best ratio archers/efk's with only 5 unicorns. Well, I do have diamond upgrade, but that is no longer available only to the players who donate. The diamond upgrade at level 11 worth every gold piece invested.
16:

I agree, getting the diamond upgrade if you can afford it would certainly be worth it. I never got the chance to take advantage of it, so level 11 was quite boring for me. I went straight for the Nature Magic build throughout level 11. Of course, this is a big no-no for PvP. If you are already built for Magic your only real option is going for Holy Magic in PvP. For example, I have 6 Combat Level points dedicated to Knowledge. That is a lot taken away from potential attack. Mass Chastise at the expert level more than makes up for that; and in hunts being able to double your army with phantoms is well worth it.

Of course, this is only a play style choice. I have seen amazing feats by Might Elves that a Magic Elf could never reproduce. The only thing that worries me about going for Might is that you are almost always dependent on getting a strong first strike. If your troops get cut down before you have done enough damage early on, there is not much you can do to recover.

In the past, the ability to decently Raise has made the difference in otherwise lost battles; but keep in mind many Magic Elf strategies are very contextual and not nearly fool proof. I would only really suggest it if you are interested in Phantoming and the potential of switching to other factions that rely on Magic (so you don't have to go rebuilding your stats with a PoO).
#17:

For hunting, survival tourneys and even some mercenary quests, Magic Elf is the best. That's why I keep Knowledge +2 and from Anchorites I can make for other 2 more phantoms. Knowledge +2 is also more than enough in GB's and it's recommended at least +1 in GB's.

Magic Elf is also suitable for playing along with Necromancer for example. As I said, if you have your team already and your team is Might-build, then go for Magic Elf because it's the best choice. Otherwise, Might Elf with Knowledge +1 or +2 is the choice for you. Having phantoms in GB's is a hazard. They may be very powerful, but they also can die before even striking. Taking points from attack will never suffice to cover them by magic, not to say you need to wait for your hero turn to cast something. Don't forget, most of the troops have low HP and you have to survive at least the first turn. Therefore, Unicorns are recommended better than EFK's and Anchorites better than GMB's.

As Might-build, your bows can take in the first turn the half of the most dangerous opponent's troops (like skelbows, minos etc.). That I guarantee it because I made mad some players in GB's with this strategy. :)
Vs shooters also use FKS .. usually the shooters will attack the sprites first rather than ur bowmen .. :) And remember ur bowmen actually have limited damages .. :)
it isn't just slow hunts they also have to have a low inititve (preferably 9 or less) also make sure you rapid them
This topic is long since last update and considered obsolete for further discussions.
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