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Old 04-26-2009, 05:52 PM
Vilk Vilk is offline
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Quote:
Originally Posted by Elwin View Post
The most helpful are of course crowd control ones. Stone wall,ice thorns,ice ball,time back are the key. ON normal you can use damage ones and they can help but on impossible they are worthless
The question is about Normal mode, but even at normal mode as the game progress the Spirits attack skills become less interesting.

Time back is certainly the more powerful for using it in very special tactic. Myself I don't like it much because I feel it a bit too much unbalanced and it restrains too much my choices.

It works in this way: At beginning of turn n your unit is a full pack. During this turn it fights lost some units. At turn n+1 it fights again and lost more units then at end of turn n+1 ie take care of your last unit in the turn and before use it then use callback then the unit came back at its position unit size it had at beginning of turn n. So two full fights with no lost at the end. Points to take care are: that the original position is still free of any unit. The there's a unit level limit depending of the power to use. That is the Reaper spirits is in rest because you used another of his skill then you lost the opportunity. Very powerful but tedious to use that again and again. There's quite more application of this skill like to use it in combination with sacrifice or with hypnotize and to make a spell effect last longer on a unit and so on.

Myself, for the first parts of the game:
  • During a long time in the beginning of the game the best spirit skill is Evil Shoal, particularely because this spirit is quite easy to get with Zerock too.
  • Poisonous Spit and Smashing are cool during a long beginning of the game to train those Spirits and if you don't have much better to do with your spirits.
  • Underground Blades is cool during the beginning and the first part of the middle game, particularly when there's many opponent units.
  • Otherwise, Ice Orb is great to attract enemy attacks and not only from archer, Glot's Armor has many interesting application, Chargers and Rage draining are quite cool in many case and often the best option during middle game than any attack skill but those of the Reaper.
  • Ice Torns and Stone Wall have many interesting context of application.
  • Gizmo is a very special skill, fun to use if you don't bother to increase the random part in your fights. Excellent choice to train the spirit and often in middlegame worth more than attack skills. A choice to think of for a battle that is long.
For the middle game:
  • Ice Orb, Glot's Armor, Ice Torns and Stone Wall continue to be very interesting options with many possibilities.
  • Gizmo can be still a weird but interesting choice.
  • Underground Blades continue to be interesting during some time but less and less as middlegame progress.
  • Black Hole and Soul Draining continue to be interesting as attack during a large part of the middlegame. Black Hole is is when there are many enemy packs and Soul Draining when there's one big pack but also living (no undead).

For the End game, it would be more:
  • Ice Orb, Glot's Armor, Ice Torns, Stone Wall, Soul Draining and obviously Time Back.
  • Gizmo if you feel ok to be weird and perhaps for long battles.
  • Black Hole in some rare case, clearly not at all if you abuse of Time Back.

I never trained much Rockfall and Poison Cloud. I quote Rockfall can cover a large area and won't hurt your units in this area so it could be an interesting option attack up to the first part of the middlegame.

Last edited by Vilk; 04-26-2009 at 05:55 PM.
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