About the game
News
Sign in
Register
Top Players
Forum
6:29
2247
 online
Authorization required
You are not logged in
   Forums-->General game forum-->

[2018.08.06] Day of Haste


1|2|3

Author[2018.08.06] Day of Haste
10/5 is the same as 14/7 even though 14 gained 4 from 10 but 5 only gained 7. However, 10/4 is lower than 14/9. Which again obviously shows +4 ini helps low ini troops/heroes.

Sorry, let me just fix a couple of typos.

10/5 is the same as 14/7 even though 14 gained 4 from 10 but 7 only gained 2 from 5. However, 14/9 is lower than 10/5. Which again obviously shows +4 ini helps low ini troops/heroes.
Yes, you "Shocked" me, mate... xD
Like these numbers made no sense.
Gj in Correcting.
Good day to try for hunt records
^ except, this bonus doesn't work on hunts :P
Someone should give chaos wiz with Dominion of Tempest + Expert sorcery a go. If you take Warlock Jackboots - You'll get an extra 10% to lord's init. Giving the Wiz hero 15.4 init. With tempest, you'll knock troops back 30% accumulated init + expert sorcery you'll get your turn 30% faster. Or you could run Dominion of Frost.

I've tried to toy with dominion of tempest (not today) with relatively little success. The problem here is that chain lightning is clearly inferior than meteorite damage-wise, at least before you clean up enough of the ennemy so that you can only meteorite one stack.

Then chain lightning is a spell where you don't exactly choose what you hit, you just select the "best pick". The first stack that you hit will more or less be dead, so knockback won't be very useful, so ideally you must first hit something you want to kill and end the chain with something you want to knock on the ATB. However the efficiency of knocking works best on troops which are going to have their turn whili it is unnoticeable on troops which just had their turns.

So when you go for dominion of tempest, a lot of time you either end up wasting damage potential (you overkill a stack in the chain), or you waste the knockback potential (or both). I ended up using pretty commonly meteorite shower (dead ennemy is better than knocked ennemy) so the talent points spent were better spent somewhere else to kill even more.

Another problem is that the most dangerous factions for destruction are fast factions and the least affected by knockback effect (a shrew that gets twice the turn of destruction hero will be knocked at best for 30% of 1 turn, so 15% for the whole turn while say an ogre can be closer to 30%).

However it certainly does sound like a good day for destruction.
Darkness demon with a chaos DE partner would be rather a tricky opponent, crazy delay impact and a hero that can send out a lot of focused damage very quickly.
In theory, yes. In practice to get such a team you need to use preset and there's a fair chance you will be facing a level 20+ elf that will just take you down before you even get your 1st spell out :p
Since we are getting "Off Topic" to discuss Builds and stuff... xD

... I honestly think they should really make "Water/Ice" Builds "playable".
To make "Control Mages" a thing, if you get my meaning.

Like, make it weaker in Damage than the "Mainstream/Popular" Chaos magic (Which currently is, but nvm), but Buff their "Control" component
(Like Ring of Frost Freeze heavily divided by the number of monsters hit, etc).

Same for Dominion of Tempest, could use some Buff, along with Dom of Frost.
Ah sorry, missunderstood previous posts, Mb.
Ice build can't be playable at high level because it has no good spell. I mean, even if they make it super interesting somehow, effect is smaller than fireball so it can't hold a candle to meteorite or chain light.

I do like the idea of a destruction build more subtle than just fry anything to death though, but for now I can't see it being viable once you get MG 3.
I don't get the point if everyone is gonna have +4 initiative how is this gonaa effect anything :\

Like everything is gonna go fast , the fast get super fast , the slow get fast , relatively isn't everything the same?

Please correct me if I'm taking +4 initiative in the wrong way ^^

PS: What I mean is it effects everything , so if we see relatively , everything is the same..
for Bewear:
no, everything wont be same. Think of it like this:

if shrew had 18 initiative, and a zombie guy had 6 initiative.. you would expect shrew to get a move 3 times as much... but what happens when you add +4 to both? Shrew will have 22, while the zombie will have 10.. shrew now has the advantage of 2.2 over zombie which is considerably lower than before.

its like the algebra you do in middle school.. if one guy is 5 years old and another is 20, after 5 years will they have the same % difference?
With higher average INI it also increases the impact of any percentage increase or decrease of INI. Biggest winners will be those factions that use that normally have a viable build but who that helps all parts of the army. While chaos caters get a big hero bonus, the extra INI of troops is not really of use. Darkness demon and shadow barbs get a good bonus from both sending out spells quicker and if the competitively better INI of troops
for Slust:
i used might frost wiz (dom.frost+exp.sorcery+erudition) at lv18 for sometimes, it works quite well despite of invincible dwarves.
anyway it is already the best build against invincible dwarf at lv18.
Holy Knights should have a better time if it at combat levels where they are competitive. Bonus to wardens or guardians with rapid will be proportionally more significant. Tribals-are always using both rapid and delay so they should also be winners. Perhaps better thinking which factions will not get a big benefit, since a lot is which negotiate is better. If this I think dwarves rarely use rapid,delay or hero magic so would expect them to be less competitive. Classic elves while super fast are proportionally less so, other than if you rely on treefolk. Similarly with charmer. Battle wise don't tend to use sorcery so much so again would expect to be less competitive. Darkness necro- builds or those dependent on zombies will be better, but other builds less so. Classic and Fury barb less, but shadow more. Dark elves I think are about neutral no big win or loss from this
for Lord MilesTeg:
this ini bonus greatly increases the cover time of dominate. fire
i used might frost wiz (dom.frost+exp.sorcery+erudition) at lv18 for sometimes, it works quite well despite of invincible dwarves.
anyway it is already the best build against invincible dwarf at lv18.


Link?
Good point RR I was only considering casting frequency and not duration. That being said it is not unusual for duration of dof to master too much as usually they are dead before next cast.
I'm not even sure the duration is one full turn, with 11 ini hero I happen to see that the effect is gone by the time my hero gets his next turn. Could it scale with hero ini?
for Slust:
hard to look up links without a computer now. it is just exchange nature magic into dominate of ice compare with traditional WASP might wiz, frost perform better against high initiative units than wasp, and (the most important point) it has a mass version which is too useful against someone who is trying to shield his shooters (barbarian, shaman tribal, holy knight, etc.). unfortunately dwarf is not among them.

in a long run, a hero with 12 ini and expert sorcery keep casting freeze on a target is roughly the sameas -50% initiative, yes it is the delay of a dark demon with fsl 13, and it can not be reduced by any effect such as barrier or magic immune(suppose you have some ignore magic resistance)
1|2|3
Back to topics list
2008-2024, online games LordsWM