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Old 11-18-2010, 10:09 AM
atlatea atlatea is offline
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Join Date: Sep 2010
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Ok, since you're using the same class as mine, i'd like to give some input for your reference. Most people indeed complaint about scrounger, i agree that she is one of the hardest enemy. And paladin is the least liked class of all 3.

Here some long tips.

As paladin (general tips):
1. You won't have destructive black hole or any mass destruction spell as good as a mage.
2. So the key in your playstyle is units.
3. But again, you also don't have initial rage start as a warrior.
4. So unit combination is really important too. There are more combinations than the one that i'd recomend, again this is for paladin.
5. Manipulating unit placement is a key.
6. That being said, manipulating unit placement means that summoner units are very useful. Pet dragon wall ability also very useful.
7. Paladin often rely on setup opening games in early turns (turn 1-3). Unit that helps you do this are those that can disable, preferably those that can mass disable. Like dryads, faun, wolves, witch hunter, ancient ent/ent (entangle), etc.
8. Yep, paladin opening game is the trickiest of all 3 classes.
9. Most unit that helps in setup game usually have low initiative, so for this unit to succesfully help you in setting your opening, you need Caution 3 or Adrenaline 3 (i recomend both).
10. Most of the time, you need to spread your damage if you're forced to play defensive, i mean distribute it evenly on your enemy stacks, in other words, don't focus in killing 1 stack then move to the other, instead damage all of them evenly.
11. If you aim for non no loss game, it's really no brainer, just cast target on toughest tank or sometimes fastest tank, then do anything you want.

And againts scrounger, use pet dragon egg for more unit. Must have insanely high attack if you're not using lv 5 unit (a minimum of 30), and must have very high defence (25 is minimum) for no loss game (forget defence if you do non no loss game).

Must have at least one tank, preferably paladin, at max mastery, its defense can become almost as high as black dragon, not to mention good phys resistance. You can also bring 2nd tank, in case your paladin is beyond revivable for no loss, switch the tanking role to the 2nd.

Stone skin and disabler spells (preferably target) are a must, divine armor is optional, if you have phys resistance items, you can forget divine armor. Archmage magic shield can substitute for divine armor, though magic shield + divine armor + stone skin is absolute bad ass. As for target, it instantly disable goblin shaman (most dangerous threat) and the rest of her ranged unit.

Ok, but she also has blood shaman, indeed she is. But remember that blood shaman astral attack is much weaker than goblin shaman, so you can ignore this one, or if you want to disable both shamans at once, you need a disabler unit (like i said in the general tips, opening is trickiest with this class), preferably dryads in this case, as in turn 1 you can sleep goblin shaman while sheeping or blinding blood shaman, then turn 2 cast target. Not to mention dryads summons are far stronger than royal griffins in term of damage output, and it isn't limited to 1 charge, of course the purpose of summon is more to unit placement manipulating than helping to do damage. For unit placement manipulation, consider pet dragon wall too.

You need to disable blood shaman if you have 0 astral resistance, if you have 50 or more, you can ignore this orc at early to mid turns, though remember that this orc must be killed quickly too, as it can cast astral attack more than once (goblin shaman only has 1 charge). Also, dryad has 50% chance to make enemy's talent spent, perhaps if you manage to sneak your dryads to attack goblin shaman, you can make their astal attack spent, meaning it's gone forever. She can also make ogre, orc chieftain and blood shaman talent spent, all those three talent has a minimum reload of 2 turn, meaning that you can disable one stack's talent all the time if you attack it continously, each 2 turn dryad is guaranteed to disable a unit talent if you attack it in previous turn (remember the chance is 50%).

Most dangerous threat now lies in ogres and orc chieftains and goblin thrower poison. Though unit placement can deal with that, but remember that they will focus your paladin. Watch out for goblin poison, it's the most dangerous threat, even more than ogres and orc chieftains, you'll see that it is this poison that do the most damage to your paladin. If you bring secondary tank, feel free to switch the tanking role.

Now you must kill those goblin thrower and blood shaman asap, that's why for this combination, unit that has Area attack and no retaliation is your damage dealer (like dragons, any ranged unit, any caster, etc), you can also use goblin thrower or goblin shaman as your damage dealer (they do insane damage). The rest of the step is just a rinse and repeat of all the above.

Another combination is using droids and disabler and of course damage dealer (preferably ranged unit or those that has no retaliation), probably the easiest of all, being resistant to poison and physical damage, and easily revivable. The strategy is a slight modification of the above. Some people tried heavy lv 5 units, though i never saw it myself.

Remember that this is only for your reference.

Last edited by atlatea; 11-18-2010 at 10:16 AM.
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