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AuthorBattlewiz (level 13 and maybe not only)
Hello!

I don't know about the other levels, but at level 13 after the last "mini" balance, I lost about 9 genies and got about 20 gremlins, 10 gargo and 10 golems.

It may seem like it's a fair exchange, but in reality it isn't. Genies were the main might power, gargoyles were just for small tasks (and I believe they are still not strong enough to be a powerful stack) and I didn't even use golems (now even with all the other stacks full I still have 10 golems and I think I should better take them) and it seems to me that might wiz is a lot worse than it used to be.

I was thinking maybe with this change they want to force us to play battlewiz as it was supposed to be played, hybrid. Is this viable?

If it is, for those of you who have experience with hybrid wiz, what is the best combination of skill parameters distribution and artifacts? Where should sp and kn and where should attack and defence come from (arts / skill points / talents)? Is the unique racial ability enough for the attack and ini or should I supplement them?
And what would be a good combination of talents?

Thanks!
TL; DR.
1. Is hybrid wiz viable? Is it better than full might wiz?
2. What is a good combo of troops for hybrid wiz?
3. Where should sp / kn and where should att / def come from (arts, character parameters, talents)

If you can answer any of these I'd be grateful.
at lv 13 fortune genies are op with fat number in one stack, with high ini and speed it can one shot any aproaching enemy stack thus admin rebalance BW.

hybrid wiz is viable with max golem and max ranged troop. if you dont have fortune genies you can make split genies to make it as debuffer. dont forget use the dispersion from battlemage to remove enemy buff or any debuff to friendly stacks. talent are DoF, battlefury, and archery. put 25 sp and 5 kn and the rest can be defence or attack.

in battle put the golem in the corner next to genies or sphynx so its limit only 1 small stack that can attack golem in mellee. first step is to remove enemy ranged troop ASAP (doable with gremlin high ini). the rest is you just use fireball to reduce enemy def and kill it. noob mistake is dont attack the enemy that has defence debuff or use DoF to enemy that can't be attacked (out of reach), you must synchronize the debuff timing and attack.
This topic is long since last update and considered obsolete for further discussions.

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