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Old 09-24-2010, 02:40 PM
Saiko Kila Saiko Kila is offline
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Quote:
Originally Posted by DGDobrev View Post
In my opinion, Magic Pole Axe is a pretty bad spell choice for a mage, and a decent one for a Paladin in the champion of the arena battles. If a player needs physical damage, he/she might be better off with Ice Snake at early levels or low-level Geyser. If those are not applicable, Flaming Arrow and Poison Skull do outstanding work. Poison Skull is probably the best spell against demons and dragons (with the exception of the bone/black dragon of course) since both have no resistance towards it and with higher intellect, the post-effect always procs, which means even more damage.
Magic Axe has higher instant damage (100 base) than FA (70 base) and PS (90 average) on every level. And try to use these fire or poison spells on goblin tower. Said that, I use all three of them, FA and PS for medals, and for burn/poison (though it's not reliable till later). Ice Snake and Geyser have three things that bother me personally: I'm not lucky with them, durin my previous game I hade them about Level 45, now, way past 30, I'm trying to get them still. This may be individual, but I remember getting Geyser late in KBTL games too. They are mana hungry. Most important: they are not compatible with my tactics.

In KBAP I play most figths something like this:
1. first ten rounds I keep enemies at bay and use as many burnings, poisons and stoneskins as possible, to get medals. If enemies are weak (less than lethal that is) I don't summon demons, because they would kill last stack too fast. My goal is to weaken enemy but not to kill them! And to collect 4 chests (without Shovel only 3), and to use rage, and to get experience for dragon. Experience depends on how strong are enemies when ability is used, so best is to use high exp abilities first (like lightning orb), and chests later, but if there is danger of killing enemies too fast, then I choose to dig. I use summons for that, and often evil beholders to disable the biggest but low level stack for free (if level 1 the chance is 100% I think, for level two it's smaller but some enemies almost always go to sleep).

2. after 10 rounds I aim for trapping enemies to death. Sometimes I change last flying creature to sheep (sheep can be killed by trap) and weaken it, then make corridor for it to be trapped, for example. If there is rage left, and the last stack is big enough, I use dragon abilities. And resurrect and sacrifice, to get more troops than I started with. Sacrifice is my main troop supplier, not shops. But I need time for this, so sorry, no geysers, no ice snakes, only single, directed hits (unless there is opportunity to use mass damaging spells), for better control.

3. after 20 rounds there's usually no way to get rage or mana, unless this is a specific situatiuon, like friendly gremlin tower or ghosha (sp? big death worm) and use of infernal dragon (for rage, I'm experimenting with this) or EGD (for mana). So if I have to resurrect someone after turn 20 then I may as well choose to load a previous savegame.

There are not so many figths where I want to win fast. Armageddon users and some bossess come to mind, and fights against black dragons. Sometimes I'm bored and enemy hero has too much mana for fireballs or lightnings so I end fight faster.


Quote:
Originally Posted by DGDobrev View Post
It was a lot of fun one one of the champion of the arena games I had lately - this comes as an example just how good those spells are. I tackled the metamorph with a single stack of Paladins and what do I see? Over 2k hyenas! He promptly turned them into paladins, so I hit a flaming arrow and a poison skull on that stack. Suffice it to say, they were dying by the hundreds, and the carnage was a marvel to behold. Before they actually managed to take a swing at my own paladins, those 2056 paladins were down to less than 400, which is practically nothing against a decent sized paladin stack (150+) with stone skin and magic spring on.
Flame and poison base on size of stack, I mix that with a new spell, previously spirit rage ability, Soul Draining, which kills up to 30% of stack. Paladins have no innate astral resistance, so it would kill over 200, 400 or 600 in first shot. And 10 mana for 200 paladins is darn cheap (just like 20 for 400), I'd said.

Quote:
Originally Posted by DGDobrev View Post
I would also like to add that in my opinion, if I mage resorts to using disabling spells like fear, slow, trap, stone wall dragon ability and such in the middle game onward, something is badly wrong with the char or army lineup. The mage's start is tough, but once he manages to hit distortion level 2 and chaos level 2-3, he gets rather overpowered (even with flaming/poison combo, backed up by mana accelerator for quick mana gain), as long as he uses units with good resistances.
I explained why I use these kinds of spells above. There's no problem with winning fast, the problem is with winning with as much experience and medal points and money and extra troops as possible
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