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AuthorHow to use "Delay" Spell effectively and properly
I prefer Might DE but sometimes would prefer to delay the enemy stack's turn so that I get the chance first but most of the time it fails and the enemy stack does not move backward on the ATB scale. Please suggest effective use of Delay :)
Wasp swarm moves back on ATB the moment it is cast, unlike delay where the unit will move more slowly on ATB, so if it close to having its turn, it will only really delay its next move.

It can certainly be used if you really need to move before a stack. The result can not really be predicted if you don't have dark talents, unless the initiative of troops is very similar (like if ennemy shrews move before yours in first turn, then delaying them will ensure that your own shrews will get to move before after delay). It is best used if you can plan a bit ahead as the effect is progressive.

How to use depends on your build: if you have a darkness build with mass spells, there is not much to think about, only about the order you cast your spells. Otherwise you can use delay to twist move order on ATB but will have to deal with the unreliability of it, but it can be a game changer.
Delay with 0 spell power and no talents won't be very useful in most occasions. As Slust said, it may push back their 2nd turn as opposed to their turn that is upcoming.

Most might dark elves simply use disruption ray to weaken their opponent, but curse can also be helpful as it will weaken the enemy attack. (Assuming enemy moves within half a turn).
I like to prioritize my darkness casting on the highest CL enemy on the field with might build (unless he has a stupid build/settle) or on targets that I'm not going to kill imediattely, so these units would be less effective for a good while. Since it's an AEO the more the merrier, assuming your intentional targets were in the middle.

One of the main problems that I often see with darkness users is the poor team play among the team mates. It's so easy to see someone killing off a target with decay that would die on it's on, or casting confusion on a archer just to see it gets shot down right after by someone else, a melee unit with weakness that gets ganged up.
The more important thing about darkness is a good team play, which is hard due the amount of russian speakers.

Delay decrease initiative percentage based, which means it's more effective against units while higher initiative amount.

Like Slust have said spells that push back the initiative is more effective against units with low initiative or units that were about to play. Things like stun, swarm with nature school, ice with dominion of frost/ light with dominion of tempest although each one works slight different.
Anyways sometimes depends on the situation, if the last target alive is a ogre or sword, or if you're wanting to protect a chaos user on your team, delaying slow units might be a good idea, since it will give him more time for casting.
Delay is also userful on targets that you about to gang up.
Since it will take longer to him to act again.
One question:
If delay is cast on one of the two troops with similar initiative for 1 turn (for example: my shrews and enemy's shrews with 16 ini), the enemy's shrews has dropped behind mine, after 1 turn, the delay effect worn off, will the enemy's shrews still slower than mine? Or they can be reset and still be in front of my shrews?
I may be wrong but, let's imagine this case scenario.
It's your hero turn, then it would be the enemy shrew turn, then your shrew turn, both have the same initiative so they're both closed to each other ATB.
You'll cast delay at master level, your shrew will act first than the foe, after the effect completely wears out your enemy shrew will back fowards than yours shrew on the ATB, however if it gets hited by a knocking back ATB bar effect such as wasp with nature, stun then it will be permanently taking action afterwards your shrew. (unless it trigger morale to compensate and move it once again 0.5 forwards.)

I'm not sure if in 1 turn you would be abled to hit it twice before he could react that is, assuming you've triggered morale on your strike, probably not, unless combed with other knock barkwards ATB spells/skills, then there's a good chance of double actions before it's turn.
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