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Units, artifacts, spells and Pet Dragon Discussion, questions and solutions about units, artifacts, spells and Pet Dragon.

 
 
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Old 10-06-2010, 11:44 PM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by BB Shockwave View Post
And the Ogre sandals. They are a must, if you fight during the day.
Which did not spawn in my new warrior game (grrr).

Quote:
Originally Posted by BB Shockwave View Post
What items? The drill is one, but I did not use it much - it decreases speed (or initiative?) which is not a good thing.
The Drill, Battle Axe, Inquisitor, plus the +6750 leadership bonus warriors have over paladins.

It ends up being really close with the warrior barely edging out. If you want to stick with paladins, inquisitors, and rune mages, I agree that the paladin's resurrection skill helps that.


Quote:
Originally Posted by BB Shockwave View Post
- Resurrection. It helps you minimize losses, plus it increases the Rune Mage's similar ability now!

-Holy Armor (new skill) - Again, helps to reduce damage taken by your units, saving those 5-th level units from dying very often.

-The Power of Spirit - gives you Attack AND defense for less might runes then the Might skills. Two in one!

-Persuasion/Voice of the Dragon: gives morale to troops you could not increase morale otherwise (neutrals, Demons) and what's more - frees up your artifact slots so that you can use better items instead of morale boosters.

The regalia artifacts the Paladin is so fond of can be quite usefull, but even if not, he can still use shields/belts/artifacts instead of them.
I agree with resurrection, but I really don't to feel stuck with paladin/inquisitor/rune mage.

I get some of those skills even as a mage! Of course they are good, but nothing really super super super necessary unless you are specializing for dragons.

Hmmm you can't raise a normal neutral (like a troll) with persuasion, right? Just the dragons at level 3 Voice?

I will miss the holy armor.

Another reason I want to go with the warrior is the flexibility for different builds. So far it looks like I can get a reasonably decent "shooter" OR "melee" army, which opens up demons, elves, orcs (pushing hard to get orc to work), humans (of course).

So, with a single game, I could fork into the different combinations easily, as opposed to restarting.

With the Paladin Class, you almost HAVE to go Paladin, Inquisitor, Rune Mage or else you are left far far behind. Not quite enough leadership to rock the casbah, less flexibilty due to no double weapons, yet, not a great mage.

I'm ok with using "quasi-cheap" strategies, as one could argue my 100% crit catapult idea might be overpowered. I just want FAST and FUN strategies. Taking over 60 rounds to beat any match is NO good.

Thanks for the tips though hmmmm....
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