2/11/2023 0 Comments Age of fear 4 the iron killer![]() This leaves polymorphy the only good control.Īdd something like 'blind'- unit cannot range attack, 'forgetful' enemy unit misspell next spell, 'berserk' attack nearest unit. I never use mind-blast because it requires close range, snaring units tend to be on the lower level end and only witch has access to black widow venom. I) control spell - so far the game has a few control spells and ability: snare, mind-blast. For me, I prefer to play support-ish mage class (dyrad, priest, mermaid), so I would like some more ![]() I played a lot of heroes of might and magic so I will take some inspiration from them. I think the answer to this question will greatly depend on the individual's playstyle. Any new spells you would like to see added? You can also use Acid Sword for extra +1 delayed damage. You can also turn him invisible and speed him up with Time Shift. Right - with that items combo, it makes sense. Regrowth means you can never lose it either. Parasitic Fungusoid is good in my opinion because it have lifedrain attack + double attack, pairing with crest of sun, amulet of destruction, hammer of lighting and silver sword (*giant strength) it could cover almost most frontliner while maintaining good survivability. I usually play Undead + Demons (all evil so they don't have Morale issues).Ĭonstruct is a no to me because they cannot earn traits thus I don't feel I bond with them. I know morale penalty can be negated by many things but I just like to imagine in my head that all my units are friends with each other. ![]() ![]() Originally posted by Stagz:I like the greenskin! But I don't like seeing conflicted morale so I have to give up on them. I also don't usually use evil units but when I do (e.g wight) I just give all my holy caster amulet of chaos and remove holy knight. I don't think this is a perfect min-max team because I choose units I like first (humanoids) and then min-max them. I will make some adjustment based on the starting hero, but this is usually how my team like. 2 mage slayer (holy knight + griffin knight) - give them highest defense gears and protector shield to fast approach enemy mages and prevent them from castingĢ melee tank (melee hero + ent) - stick with main army and hinder fast units like knights, hero wont be permanent wounded which is ideal for tankġ-2 melee attacker (mutated dwarf/parasitic fungusoid) - stick with main army and attack any enemy frontlinersģ magic attacker (human mage + dryad + djinn) - 2*piecing magic combo with 3* chain lighting and extra firestormsġ-2 undead slayer (high priest/inquisitor) - usually equipped with lightning staffs, exorcism when dealing with the undead so they cannot be resurrectedġ summoner (black tombstone + hellish candle) - summon stuff and let mage teleport them to enemy backlineĢ magic support ( 2 fairies with divine cross) - restore mana and general support such as cleanse and dispelġ artificer - general utility, finishing off enemy and extra money are quite usefulġ-2 archer (dwarven rogue + tayah ) - deal with big targets
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