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Tips and Hints Different solutions, tips and hints. |
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#1
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This strategy was problably the 1st posted here.. kinda not a new one.. It also works better with griffins (more of NPC sells griffins+they fly) |
#2
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NOt really demons are way mor effective, griphons do low damage and demon do quite much, especialy to units 1-3 (20k crits while in pentagram was quite normal in late game). Yes they are slow but there are some ways to pet them directrly into your enemies .. Personally i just teleported him at beggining of fight, my brother was swaping him with enemy archers with demoness infernal exchange ability( and with onslaught 3 anga's ruby demoness always go first )
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#3
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What about teleporting Knights in the middle of the enemy, giving it glot's armor, then issuing a circle attack?
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#4
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Before they're fully rounded they lose quite a lot numbers, and you have to waste first round spell on teleport.
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#5
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Plus in case the armor holds, they can't do anything. Pretty unlikely but at least it's a point :>
Knights are imho a very bad choice as a tanking unit. Their fire resistance doesn't change anything in the missing dmg output and the single-retal aspect. Fire-based attacks, such as imps' and catapults' fire ball or dragons' fire breaths are either a) better off shackled or b) not 'target'able. As your own dmg mostly extinguishes many issues when facing uncomfortable enemy setups it's imho a bad choice to bring such a defensive-only unit along. Demons, Griffins or at least self-containing 'tanks' like (ancient)vamps are in both dps wise and survival wise a better choice. Or no real tank at all in a range-based setup (and barrage from the hero ie a mage). Even that is - correct execution presumed - a better way to handle enemy dmg bombs. Along with the teleport cast/turn waste because of their low speed, as Zonc stated correctly, they're practically useless. |
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