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Author | All about Wizard faction: Stats, Talent, Tactics, Strategy |
I'd suggest max gargs, max magi, rest golems together with basic sorcery + mana recovery. For mini arts take defence + HP for gargs, HP + initiative for magi and defence + attack for golems. | defence + attack for golems.
r u sure??
Coz i was thinking to take defence + hitpoints | 1 more thing which is better to increase??
HP or Defence??
Usually i've seen tht player increases hit points of those creatures which have good no of stack
Correct me if i'm wrong :) | Well, you can have the +hp and +def if you want. But +def and +att is also a good option, so you should choose what you like more :)
As for more hp or defence, it depends on the stack. For magi, I'd increase hp or ini probably, because in hunts/mg/tg they don't survive much anyway, but a +3 hp can let you have an extra punch sometimes, or an extra ini can make them have the 1st hit (or punch) ^^
And, yes, it is better to use +hp with more stack numbers, but the +def is as good as it, because it have the effect in the whole stack too. | defence + attack for golems.
r u sure??
Coz i was thinking to take defence + hitpoints
Attack is if you want to attack with golems; if you play on the defensive, then that's HP you should pick. | [Post deleted by moderator Wertz // ] | In caravans i dnt think my golem can kill any stack..lol
Instead of tht i'll place golem at 1 end,garg at 1 end n will be dependent on restore mana talent..
Ty guys :) | Golems can be useful, especially against players =)
If you want to see some setups against caravans/players, feel free to check my combat log:
https://www.lordswm.com/pl_warlog.php?id=4876741&page=14
I don't if it is the best, but worked for me :) | 1 more question lol :p
At which faction lvl we get morale n speed attribute?? | At faction skill level 3 you get the morale mini art. And at fsl 4 you get the speed one ;) | Kk...ty :) | Usually i have seen players having 3 spell power n 3 knowledge at lvl 6 but when i calculated the total damage done by hero i came to 1 conclusion :-
If we dnt consider any talent n neutral creatures then damage done by hero having 3 spell power n 3 knowledge is 60*7 = 420 damage
While damage done by hero having 2 spell power n 4 knowledge is 48*10 = 480 damage
I wanna know how should i distribute my primary attributes among spell power n knowledge :) | so the point of mighty wizard is...
need phantom right? -_- | for I_N_S_A_N_E:
Well, I think you should also use 3 kn and sp, because:
-At level 6, you will have mana recovery, which should grant you with more mana if needed.
-You may not have time to use all your kn, so is better to have more damage through the battle.
-When your mana runs out, and you start recovering, you will need 4 mana to make a magic arrow, and it can do 60 damage, or 48.
Maybe there are some battles where kn will be more needed, like fighting against imps, but for other cases, first options seems better imo.
for yopiwizard:
That depends. Phantom is not needed for all situations, nor can be used in all, but for a might wizard, it can be the difference between a win and a lost. | I am yet to see anybody successfull at using phantom in PvP. | for _Sworks_:
Thnxx | Well, using might build, phantom really helps:
https://www.lordswm.com/war.php?warid=500690665<=-1
https://www.lordswm.com/war.php?warid=500698379<=-1
https://www.lordswm.com/war.php?warid=500692963<=-1 | + | https://www.lordswm.com/war.php?warid=500690665<=-1
https://www.lordswm.com/war.php?warid=500698379<=-1
https://www.lordswm.com/war.php?warid=500692963<=-1
Well, your ennemies just charge while they obviously shouldn't, and you have anti-fsp lvl 5 while your opponents don't. You wouldn't even need phantom to win; you had better stats and tactics.
What your fights don't show, is what happens when ennemy hero moves after you. Or, what happens when you face might DE. Or if an elf is clever enough to wait with druids. | The battles are not mine, they are from another player that I found using might build and phantom(in CG/full ap). The only battles I did as might(using phantom) was in min ap(some of them):
https://www.lordswm.com/war.php?warid=505182002<=-1
https://www.lordswm.com/war.php?warid=505172312<=-1
https://www.lordswm.com/war.php?warid=505172451<=-1
I was lucky in some battles, but you know, luck is also a part of the game =)
What your fights don't show, is what happens when ennemy hero moves after you. Or, what happens when you face might DE. Or if an elf is clever enough to wait with druids.
If your hero comes before the other, you wait. If the enemy waits, then you will have lost 0.5 of a turn, but you will know that he is aware of your phantom(and saves 18 mana). If he doesn't, you get a good chance to use phantom. If the elf wait with druids, you are losing your hero turn, but he is also losing his druids turns. Also, you can phantom gargs, which are immune to lighting (100% chance to miss unless the enemy has pierce magic, which isn't available in level 10).
So, phantom is not needed for every situation (nor can be used in all) but can change the battle, or make it much easier :) |
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