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Spirits of Rage All information about Spirits of Rage |
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#1
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Question about TIME BACK rage power
So I assumed that Time Back just warped a troop back to the POSITION that they were standing on during the previous turn (as it says in the game), and that it was basically used to stall enemy melee troops from closing in.
Then I read a thread that described it as the best rage in the game, saying that it was like a resurrection as well, bringing the troop back to its original number of units as well as changing its physical position (thus making it much more useful for friendly troops versus enemies). Can anyone confirm that this is how it works, or just describe exactly what it does? I've been improving it on level ups and I'm hoping I'm not wasting my level improvements. Thanks in advance. |
#2
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It is indeed the best rage skill in the game. Here's a short list of what it does:
Returns the stack to the hex that it was standing on at the beginning of the previous turn. Restores the stack's health and # of units to what they were at the beginning of the previous turn. Restores the stack's charges and reload times to what they were at the beginning of the previous turn. Restores any buffs and debuffs to what they were at the beginning of the previous turn. (Including Glot's Armor, hint hint) So an example usage of Time Back: Turn 1 Send Griffins forward to attack a unit. Counterattack all melee units. Cast Sacrifice on the Griffins to boost one of your stacks. Turn 2 Attack with the Griffins again. Counterattack all melee units. Cast Sacrifice on the Griffins to boost one of your stacks. Use Time Back on the Griffins. Turn 3 Victory! |
#3
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Wow.
So you can basically waste them for 2 full turns and then cast it and they'll revert to when you started the battle (granted that the 2 full turns are the first of the battle)? |
#4
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Oh, I almost forgot. If you use Time Back at the end of turn 2, you'll also get the initiative bonus from Onslaught at the beginning of turn 3 because the unit is treated as if it is turn 1 for them. This can be important for getting one more strike against black dragons, etc.
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#5
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I couldn't describe it better, even better than griffs are specialize (Onslaught, Ironfist ) knights with circle attack, teleport them in the right place let them surround or just released circle attack, at the beginning of turn 2 use time back on knights then teleport them again and use once again circle attack with army of evil beholders, archers, elves, hunters (with telescope) it is working great.
Timeback give you a lot of tactic use while mage can leave without it is a must for warriors. |
#6
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This thread elicited an evil laugh from me as I read it.
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