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All about Wizard faction: Stats, Talent, Tactics, Strategy


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AuthorAll about Wizard faction: Stats, Talent, Tactics, Strategy
Restoring topic from being obsolete.
Topic moved from "Off-game forum" to "General game forum".
Stay Alive
hey guys :)
I was wondering if anyone has any experience with nature wiz (at lvl 15)?
how is it at duels against different factions?
how does it do at other kinds of battles? thief, cg, survilorg, etc.
how is it at duels against different factions?

I found some duels battles of them:

https://www.lordswm.com/war.php?lt=-1&warid=296835620 (Nature wiz vs might DE)
https://www.lordswm.com/war.php?lt=-1&warid=296784253 (Nature wiz vs barb)
https://www.lordswm.com/war.php?lt=-1&warid=296134123 (Nature wiz vs dwarf)
https://www.lordswm.com/war.php?lt=-1&warid=295914348 (Nature wiz vs knight)
https://www.lordswm.com/war.php?lt=-1&warid=295394403 (Nature wiz vs elf)
https://www.lordswm.com/war.php?lt=-1&warid=294904910 (Nature wiz vs chaos wizard)

If you need, I can bring more battles/defeat battles :P
hmmm, hybrid nature build. not bad.
i tried full magic nature build and it sucked!
i think i'll stick with battlewiz though
for _Sworks_:

You might wanna remov 2nd battle which i just checked. The barb played without any talents.
Sorry, I missed that. Here battles with talents, against barb:

https://www.lordswm.com/war.php?lt=-1&warid=299074344
https://www.lordswm.com/war.php?lt=-1&warid=296166298

As the battles are quite old, I can't find examples of tribals/alt grades battles. :/
Up wizzy
Up wizzy
Topic moved from "General game forum" to "Off-game forum".
Restoring topic from being obsolete.
Topic moved from "Off-game forum" to "General game forum".
Any tips against lvl 7 tribal?
I'd focus invaders first, in order to not let him gather spirit, and then finish centaurs/shamans. Do you have a battle example?
https://www.lordswm.com/war.php?warid=659394369

For the battle above against sirens, why does my lighting deals 851 to them at a point instead of the normal 655 damage?
for Dense:
Your grotesques have the ability, "Aura of air vulnerability" - That means you deal more damage to the Sirens when they are adjacent to the grotesques.
In a minor tourney I would like to play a classic wizard chaos caster. I feel like I could do really good with the exception that it feels like an automatic loss against alt wizards w lodestone golems. Is there a viable might build classic wizard at lvl 10. I see 3 options. #1 Advanced holy w mass rapid/chastize or stoneskin/evasion. You get no other talents. #2 Expert erudition for 5 extra parameters and basic nature or magic mirror. #3 basic erudition for 2 parameters and expert wasp storm for for .6 atb knockback.

Option 3 seems very interesting with the exception that wasp would do nothing when facing necros. Anyone has experience with these builds. Any success? I would love thoughts from anyone that has tried these build or seen them in action. The goal would be to win the most battles possible in a minor tourney.
I played a good share of duels at lvl 10 with classic wiz with good success, but that was back then alt wiz was not still around and with a magic build. I'm not sure a might build will work at lvl 10 for wiz, genies are your main unit in these builds and their count at lvl 10 is too low to compete with other factions. I personally would go with holy magic build and try a max golems approach which I have seen work at lvls 11-13 sometimes.

Not wanna try a magic build? True that lodestone golems would be a pain, but it's only that match-up which is bad, and maybe goin' to attack them physically with all army plus magi magic punch can work?
for Grinderd:
Magic mirror is frankly useless. It's 10% chance to reflect, but not guaranteed to be on the ennemy, so it's 5% chance to hit ennemy, and 5% chance to hit you with no guarantee to face a caster. It's only interesting to mess with unit spells IMO; only worth to spend a few extra talent points.

Basic or expert nature is hard to tell; 0.2 ATB is short, so you are really constrained by the ATB pushback; in the other hand, most often times, it's mostly needed to slightly twist order and get your turn before the previous stack rather than right after it. In the other hand, with 0.6 ATB, it's so powerful that if you keep wasping slow creatures, say guards, they will hardly ever get a move.

Main weakness of those build is lack of good range; I would say it's not so bad at level 10 because elves still don't have ancho, or DE assaillants while upgrading mages won't give you much more than HP and spells but lack the sheer power of other faction's range.
This topic is long since last update and considered obsolete for further discussions.
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