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AuthorMini-arts and talents
Can someone tell me which mini-arts are good for hunting and mg for wizard of combat level 9
Enchanted Gargoyles-
Golems-
Magi-
Genies-
Depends on the hunt or quest. Generally:

Gargs - Health, speed, attack/defense.

Golems - Speed, init/attack/defense/health (if you have a lot of golems, then attack and init, otherwise defense and health is probably better. speed is good in general for melee and to draw away enemy troops from gargs.)

Magi - Morale, health, init/attack/defense (recommend init, or attack for slow creatures like zombies)

Genies - Attack, defense, morale (init is an option if you only get +1 morale)
gargs-health,speed,defence
golems-attack,defence,speed
magi-ini,health,morale
genies-? i'm not lvl8 yet so i cant help you with them
I would say, for a magic build (the only realistic option at lvl 9 for wiz):

gargs-> health+defense+speed (speed is a must)
genies-> ini+morale+defense
magi, golems -> very small impact (almost anything you want).

Since 99% of damage is dealt by hero, your units' tactics is to stay alive. So run/defend with gargs,
Genies too few to make impact as damage, but they are good to cast darkness spells on enemies, to slow/curse/weaken them down and give your gargs a bit more time. While your hero does the job!

So you could do some ini+morale on magi to cast the punches as soon as possible. Their damage is very small anyways, compared with the thousands of HP a neutral army has (hunt/mg). Third mini-art doesn't matter much, since they will fall at the first strike anyways... You could use them as decoys to distract enemy from attacking your gargs, giving you one extra turn to zap with hero... Sometimes speed helps a bit for this.

Golems... they are a one time strike. In 99.99% they never survive the retaliation from the stack they attack. And their ini is so small that even if you retal before they strike... they never get a second turn after they got close enough to enemy stacks. So you could use attack on them and speed. Anything you want as third mini-art... doesn't have much impact.

my 0.002 cents...
As for talents: I would go with
Basic Errudition + Intellect to get some more skill points and mana, and
At your choice: Basic Chaos magic (to get your lightning a bit more edge) or Advanced errudition (for one extra skill point)
If you have good faction level, I would go with Basic Chaos, since the extra efficiency given by chaos school is proportional with your faction bonus.

Sorcery spells, and especially mana recovery are not really useful against neutrals. If you need more mana, get some arts or skills into knowledge, you won't survive long enough in PvE's to make use of mana recovery...
Sorcery spells, and especially mana recovery are not really useful against neutrals. If you need more mana, get some arts or skills into knowledge, you won't survive long enough in PvE's to make use of mana recovery...

Actually Sorcery spells are great. Thinning out the opponent's numbers (pve or pvp) faster is essential. Though with the new AI I agree mana recovery isn't so good.
Actually Sorcery spells are great. Thinning out the opponent's numbers (pve or pvp) faster is essential.

The question was only for pve's: hunts & mg (see #1).

I agree Sorcery spells are great. But for lvl 9, with 30 (?) talent points, I would choose Erudition+Intellect+Chaos before Sorcery *against neutrals*, because you need lots of mana to go through the thousands of HP usually hunts&mg have. AI will still leave gargs at the end, so I would say having enough mana and good damage output would come before doing it as fast as possible. Usually gargs can still survive for the first 10 rounds...

Totally different approach for pvp though...
I have taken basic erudition and advanced sorcery and i have spent those points in my spell
power and my spell power has increased up to 9. My wizard skill is going to reach 7 soon and i will get 1 point extra after 84 more quests. So what you think ?

kushu12 - https://www.lordswm.com/pl_info.php?id=4804148
If you need more mana, get some arts

I do not prefer using expensive wizard arts. I prefer using only combat staff just to increase my spell efficiency.
I don't use wiz arts either... Errudition gives you 2 skill points free to shuffle back and forth between spell power and knowledge from case to case. I think the last tuning depends from case to case, what you'r facing.
I would personally use 4 knowledge with Intellect ==> 60 mana. Enough in most cases.
If you chose Mana Recovery instead, think that you will need 20 turns to recover that same mana that you get from Intellect. Will you last 20 turns? Depends from case to case...

I usually count before the hunt/mg how many HP I have to take off, and how many lightnings I need to cast off. Then I know how many rounds I have to survive...:)

Just one last point: if you do go with sorcery, and your hero has no more mana, you are better off waiting with your hero (rather than attacking with it), to get the turn faster.
Also, with gargs, if you can run away from the bat, then better run, not defend :)
Any more suggestions.
This topic is long since last update and considered obsolete for further discussions.

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