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you are right, the turtle did cast slow. It took 2 turns to get within firing range. All the time I was casting heal, heal, heal after each stomp. I did this playing as a paladin, and as a mage. On hindsight, I should probably have moved the Alcheys right next to the turtle to take advantage of counterstiking.
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Lol right!
I forgot that... and didn't check because often many details like that aren't well describe in descriptions, like description of res from inq doesn't mention it doesn't affect demons... nor undead. :) EDIT: And about defeating the turtle a possibility is to use Magic Spring and Last Hero on a stack with a single unit. With that trick and even with a very low mana level that does the job with no death. Quote the reward for defeating the turtle is those 2 spells. |
i would call the turtle hardly a boos it's so easy ^^
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Wouldn't slowed alchemists have a movement speed of 1? That doesn't seem enough to get them within shooting range. To counter the slow, I can imagine waiting on the 1st turn, letting the turtle cast slow, and having your hero cast haste afterwards. Also, the turtle seems to have the no retaliation ability. :grin: |
i smell some hoax in here:)
best way to kill turtle is either with mage shield+heal and horseman or use last hero ^^ |
if you got lucky and pulled an ancient vampire from a sarcophagus, then a single unit could solo the turtle without any help from your spells; simply walk towards the turtle's head in humanoid form, taking in the slow spell and regenerating the stomp damage, then proceed to do your no-retaliation attack and regenerate from the turtle's main attack
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i do believe the turtle does kill a ancient vampire in one hit
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