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Originally Posted by MrBlister
Will this allow you to increase a unit beyond your leadership?
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It will, but if you go over leadership, the unit will go "out of control". You have to do some careful planning for it. It helps if you only can find say 4 Trolls... and you really want more. Although it is fairly hard to raise high HP monsters with it. Much easier to top off the lower level / HP units.
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Originally Posted by MrBlister
Initiative is what determines unit order, right?
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Yes, going first is key. Lets you cast spells first, etc. You always want to have high initiative.
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Originally Posted by MrBlister
Though, I never use phantom. I'm using demonologists, druids, and rune mages mostly right now (have been for a while, actually), and they summon enough fodder for me that I don't do much summoning, unless it's the occasional phoenix or party-time dragon. But, I'll keep it in mind if it gets rougher as I progress more. And as far as target, I've used it twice, but it didn't seem to work against lvl 2 units that were more than 1 hex away. Haven't touched it since.
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Phantom has one unique subtlety that you can abuse. The phantomed unit has all the abilities of the first unit, rearmed.
This means if you cast Phantom Level 2 (20 mana), then Phantom Level 3 (25 mana) on a Rune Mage, you can summon 3 stacks in a single round.
It also means if all rune mages focus fire on a single unit, AND you have 20 spare, unused magic runes, you have a very good chance of sheeping the enemy.
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Originally Posted by MrBlister
What's playing "No-Loss"?
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Not losing a single unit in every battle. You can revive units though, but basically you save tons of money by not having to restore lost units at the castles.
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Originally Posted by MrBlister
I'm totally sure chaos dragon is a terrible spell, but man, come on, he's such a baller. ^^
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Ah, in normal mode he is probably fine. I always play Impossible mode... and he sucks in it. Haha.
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Originally Posted by MrBlister
You mean it doesn't apply a dot? Units I target with ghost blade are usually ones I want to take out quickly, like friendly gremlin towers, or a giant who I let get too close to my cuties. I sometimes cast poison skull on like a slow-moving group, like a truckload of paladins or something. But, usually I just avoid those guys until they're the only unit left, then I just plink away at them.
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Yeah. It does not apply a Damage Over Time. If you are hit by multiple negative status effects, you also reduce their attack/damage rating.
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Originally Posted by MrBlister
I've never gotten much damage out of my inquisitors or my rune mages. The demonologists seem to deal good damage, though with limited range. And I never make many attacks with my back-row mages unless it's a longer battle, as they spend most of their time using their abilities, not making basic attacks. Never thought of trying to use them like an archer. I'll try it out I guess.
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They aren't really heavy damage unit, quite the opposite. But they might be your best bet if the enemy has high physical resists, but zero magical resists.
Quote:
Originally Posted by MrBlister
lol, mana is less of a problem now. It is brutal though early game.
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Oh yeah, definitely.