Quote:
Originally Posted by Calinda
I remember using haste on thorns and may be battle cry or smth, it was long ago ....
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I tried apply this method but it is a bit complicate to apply:
- The first point I quote is that Hunter Thorn don't have an initiative high enough so to save a cast of Battle Cry it's better start with two stacks with each one Fighter Thorn (Shift Click to split the stack). The alternate is use spells like haste, teleportation or Archmage talent of teleportation with a hunter thorn.
- The second point I quote is that at turn 2 a unit need to be close to the turtle head or it won't work and the turtle do its area attack anyway. That point is certainly true for any method and strangely at turn 3 this isn't required anymore.
- The third point is if you spawn a Hunter thorn it won't be fast enough to spawn before to be killed so you have to cast a Battle Cry, spell level 1 is enough.
That's definitely the solution that cost the less mana with no bad luck and if you don't know magic spring. Battle Cry costs 2 and you have 50% chance to not be able to cast it because you spawn a Fighter Thorn. When Last Hero level 1 cost 5 mana and you need cast it 50% of the rounds. Heal level 1 won't work in impossible mode except if your 5 range stacks kill quickly the turtle, Heal level 2 costs 2 mana but need to be casted 100% of the rounds.
But that solution requires 2 stacks so have only 3 long range stacks to do the kill when with the last hero method you can use 4 long range stacks to do the kill.
With Magic Spring, the best is to use the Last Hero method, without Magic Spring this Battle Cry solution worth the try particularely if your stacks are stronger and the battle not too long. In both cases, Concentration level 1 helps a lot and all characters should have it at this point.