Quote:
Originally Posted by atlatea
Well, i don't know about you, 70% astral resist and caution 3 (30% dmg reduction) cuts 24k astral dmg to about 5k, for me it's a very high reduction, making units that is beyond revivable for no loss game easily revivable.
Off course it's just turn 1, that's why, those reduction is not meant to make your battle easier past turn 1 till the end of the battle, it's just make the beyond revivable one become revivable (i mean it's just a precaution step if they use astral attack at turn 1, which they often do, and those reduction saves your day), then all things remains the same, i mean you must solve your problem quickly (especially after turn 2) just like any hard battle, the key remains the same, racing againts time (in this case the turn).
That's why you sheep/blind the blood shaman and mass sleep the goblin with dryads. I told you shackles are not worth it in previous page. Especialy as mage, you can disable 2 goblin/orc shamans stacks at once / turn (blind,sheep) , again 70% astral resist and caution 3 are not meant to turn your super hard battle become super easy battle, it mean to turn a loss game battle to no loss game battle.
edit:
Ah yep, i forgot about witch hunter, never tried them againts shamans though, and i guess witch hunter lock has leadership cap too (that means not all shamans stack are lockable), still, i'll try them next time, nice info btw.
|
I don't think anyone is debating the reduction in damage as being useful. It is just ridiculous that one has to go that far just to BARELY survive?
Yeah, depends on the stack make up. I think rakush's team has a > 55K leadership stack in there somewhere.
Ugh, blind and sheep are so expensive together. How much mana do you usually have? Isn't that like 60 mana? I guess that isn't too bad since it lasts for 2 rounds, but ugh.
Witch hunter has no leadership cap and would be nice here, but after a certain point you still need killer units.