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Crossworlds Campaigns Questions, strategies, hints and other info about campaigns in KB: Crossworlds.

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  #1  
Old 10-16-2010, 04:55 AM
atlatea atlatea is offline
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Well, i don't know about you, 70% astral resist and caution 3 (30% dmg reduction) cuts 24k astral dmg to about 5k, for me it's a very high reduction, making units that is beyond revivable for no loss game easily revivable.

Off course it's just turn 1, that's why, those reduction is not meant to make your battle easier past turn 1 till the end of the battle, it's just make the beyond revivable one become revivable (i mean it's just a precaution step if they use astral attack at turn 1, which they often do, and those reduction saves your day), then all things remains the same, i mean you must solve your problem quickly (especially after turn 2) just like any hard battle, the key remains the same, racing againts time (in this case the turn).

That's why you sheep/blind the blood shaman and mass sleep the goblin with dryads. I told you shackles are not worth it in previous page. Especialy as mage, you can disable 2 goblin/orc shamans stacks at once / turn (blind,sheep) , again 70% astral resist and caution 3 are not meant to turn your super hard battle become super easy battle, it mean to turn a loss game battle to no loss game battle.

edit:
Ah yep, i forgot about witch hunter, never tried them againts shamans though, and i guess witch hunter lock has leadership cap too (that means not all shamans stack are lockable), still, i'll try them next time, nice info btw.

Last edited by atlatea; 10-16-2010 at 05:00 AM.
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  #2  
Old 10-16-2010, 01:40 PM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by atlatea View Post
Well, i don't know about you, 70% astral resist and caution 3 (30% dmg reduction) cuts 24k astral dmg to about 5k, for me it's a very high reduction, making units that is beyond revivable for no loss game easily revivable.

Off course it's just turn 1, that's why, those reduction is not meant to make your battle easier past turn 1 till the end of the battle, it's just make the beyond revivable one become revivable (i mean it's just a precaution step if they use astral attack at turn 1, which they often do, and those reduction saves your day), then all things remains the same, i mean you must solve your problem quickly (especially after turn 2) just like any hard battle, the key remains the same, racing againts time (in this case the turn).

That's why you sheep/blind the blood shaman and mass sleep the goblin with dryads. I told you shackles are not worth it in previous page. Especialy as mage, you can disable 2 goblin/orc shamans stacks at once / turn (blind,sheep) , again 70% astral resist and caution 3 are not meant to turn your super hard battle become super easy battle, it mean to turn a loss game battle to no loss game battle.

edit:
Ah yep, i forgot about witch hunter, never tried them againts shamans though, and i guess witch hunter lock has leadership cap too (that means not all shamans stack are lockable), still, i'll try them next time, nice info btw.
I don't think anyone is debating the reduction in damage as being useful. It is just ridiculous that one has to go that far just to BARELY survive?

Yeah, depends on the stack make up. I think rakush's team has a > 55K leadership stack in there somewhere.

Ugh, blind and sheep are so expensive together. How much mana do you usually have? Isn't that like 60 mana? I guess that isn't too bad since it lasts for 2 rounds, but ugh.

Witch hunter has no leadership cap and would be nice here, but after a certain point you still need killer units.
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  #3  
Old 10-16-2010, 02:32 PM
jake21 jake21 is offline
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Well... I'm on my second play (first was warrior impossible; current is mage impossible) and I think you are perhaps over-reacting. Yes this has beefed up orcs quite a bit and yea I've redone a few fights to adjust troops but all in all I'm not having a really hard time yet. I'm not playing no lost but since level 12 or so I've only lost 8 troops and that was because I was too lazy to redo the fight.

What I have found is that in certain fights changing troops with those in reserve is very important. Anyways it might be a bit more difficult for no loss games but it is hardly impossible.
(I might feel different between now and the end; as I know from my warrior game there are 3 or 4 really hard fights yet to be done).

Quote:
Originally Posted by ckdamascus View Post
I don't think anyone is debating the reduction in damage as being useful. It is just ridiculous that one has to go that far just to BARELY survive?

Yeah, depends on the stack make up. I think rakush's team has a > 55K leadership stack in there somewhere.

Ugh, blind and sheep are so expensive together. How much mana do you usually have? Isn't that like 60 mana? I guess that isn't too bad since it lasts for 2 rounds, but ugh.

Witch hunter has no leadership cap and would be nice here, but after a certain point you still need killer units.
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  #4  
Old 10-17-2010, 11:08 AM
atlatea atlatea is offline
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Quote:
I don't think anyone is debating the reduction in damage as being useful. It is just ridiculous that one has to go that far just to BARELY survive?

Yeah, depends on the stack make up. I think rakush's team has a > 55K leadership stack in there somewhere.

Ugh, blind and sheep are so expensive together. How much mana do you usually have? Isn't that like 60 mana? I guess that isn't too bad since it lasts for 2 rounds, but ugh.

Witch hunter has no leadership cap and would be nice here, but after a certain point you still need killer units.
You forgot a spell called target, instant disable all goblin shaman and orc shaman stacks in battlefield, though againts orc shaman, you must enter orc shaman's move range.

Anyway, orc shaman astral dmg is not that high, goblin shaman does way more dmg, so just cast target then sheep/blind, or vice versa.

Choose beetwen Sheep or blind (depends on your situation).

Well, dryads, witch hunter, target, sheep/blind are good againts those shamans. You can have no loss battle againts scrounger using those things.

edit:
I'm trying witch hunter, it seems they're best for warrior and paladin, as they're still killer because of their number (idk about mage).

Last edited by atlatea; 10-17-2010 at 11:37 AM.
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  #5  
Old 10-17-2010, 01:56 PM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by atlatea View Post
You forgot a spell called target, instant disable all goblin shaman and orc shaman stacks in battlefield, though againts orc shaman, you must enter orc shaman's move range.

Anyway, orc shaman astral dmg is not that high, goblin shaman does way more dmg, so just cast target then sheep/blind, or vice versa.

Choose beetwen Sheep or blind (depends on your situation).

Well, dryads, witch hunter, target, sheep/blind are good againts those shamans. You can have no loss battle againts scrounger using those things.

edit:
I'm trying witch hunter, it seems they're best for warrior and paladin, as they're still killer because of their number (idk about mage).
Ah, everyone talks about target, but I rarely use it. So, if the enemy CAN hit the target with normal attacks, it will? That's why you pointed out the movement range for the shaman, right?

So you mean it will disable their special attacks because they will be forced to attack normally? Hmmm. yes that could be very handy.

Yeah, I already beat scrounger with no loss, but this will be much easier, thanks!
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  #6  
Old 10-17-2010, 04:55 PM
BB Shockwave BB Shockwave is offline
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Yep, Target will make the enemy use a melee or ranged (whichever is their normal attack) against the Target-ed unit. Be mindful that Mind Immune units are not affected, AFAIK.

Also, Blood Shamans have the Power of the Horde, which is also a very nasty spell, though it does only attack one unit. I hope the english patch is released soon, because right now, even a few Goblin/Blood Shamans can cause much more damage then what'd be acceptable for units of their level. Regular Goblins are over-powered too, it is almost like their axes ignore physical resistance and defense, especially when they use their slam-back attack.

I still use Witch Hunters for some tough fights, but sadly, even with a Paladin, their leadership/damage ratio is not too high. They are best used to attack units who already retaliated, as their attack/defense and damage, even with their beneficial spells, is low. Their only saving grace is their low HP and magic resistance. I found them immensely usefull againts Gremlin Towers, as the Friendly and Evil Gremlins will often cast their debuff spells on them, and since it disappears immediately, the next tower will cast it again on them, and so on...

Last edited by BB Shockwave; 10-17-2010 at 04:59 PM.
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  #7  
Old 10-17-2010, 04:57 PM
atlatea atlatea is offline
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Quote:
Ah, everyone talks about target, but I rarely use it. So, if the enemy CAN hit the target with normal attacks, it will? That's why you pointed out the movement range for the shaman, right?

So you mean it will disable their special attacks because they will be forced to attack normally? Hmmm. yes that could be very handy.

Yeah, I already beat scrounger with no loss, but this will be much easier, thanks!
Yep, and goblin shaman use ranged attack, which always able to hit your targeted stack, making them 100% never use their astral attack.

As for orc shaman, its astral attack dmg seems far inferior to that of the goblin shaman, so i usually disable goblin shaman first.

Target is overpowered spell.

As for scrounger, just make her goblin shaman and orc shaman never use their astral attack (especially the goblin) and you have no loss battle, you probably also need to have very high defense (and attack too).

edit:
Quote:
I hope the english patch is released soon, because right now, even a few Goblin/Blood Shamans can cause much more damage then what'd be acceptable for units of their level. Regular Goblins are over-powered too, it is almost like their axes ignore physical resistance and defense, especially when they use their slam-back attack.
So, the defense ignoring thing about goblin and orc is because of bug? I mean the dev never intended to work like that?

Last edited by atlatea; 10-17-2010 at 05:01 PM.
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  #8  
Old 10-17-2010, 09:32 PM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by atlatea View Post
So, the defense ignoring thing about goblin and orc is because of bug? I mean the dev never intended to work like that?
"""
I hope the english patch is released soon, because right now, even a few Goblin/Blood Shamans can cause much more damage then what'd be acceptable for units of their level. Regular Goblins are over-powered too, it is almost like their axes ignore physical resistance and defense, especially when they use their slam-back attack.
""

Highly doubt it. It is just they wanted to make it strong for when you use them, but they never considered the balance issues when it is used against you, especially at higher levels of play like Impossible where the enemy routinely has waay too much leadership.

I mean, not much point in calling it Orcs on the March if the orcs blatantly sucked.

I think you are probably underestimating the Goblin's TRUE power. They were always potentially strong, because they have very unique abilities.

a) Zeroing In
b) Giant Killer (not sure if this was in the original or not)

Zeroing In means that every round the goblin attacks, his attack goes up by 5. Yes, I said every round. That means as time approaches infinity, the goblin will EASILY achieve +60 attack over your defense, so he will always do 3X more damage than his base, even with a normal attack.

This is not even considering the new orc modifications. Those mods just gave him a chance to do poison damage and a +1 to damage, which is a fairly powerful buff, but nothing compared to its native skill.

Giant Killer means if you dare to use a level 5 to hit it, get ready to take an additional 30% damage from the goblins.

Again, abilities that were around before the modifications.

It is also why my Super Goblin stack is the most damaging stack I have ever created. Thanks to "Unstoppable" ability (again, an ability that existed before the Orcs on the March patch), I have a chance to attack multiple times in a single round. (At least twice so far, not sure if it is capped).

Once my goblins hit +60 Attack over Defense, with 100% crit, I do about 12K per hit easily. And this is not even at maximum leadership yet. Merely like level 37. I've probably already thrown up to 18K per hit too. I think I already projected dealing close to 20-30K by end game. Throw in Orc's "Second command" ability and a Paladin's Second Wind, I throw another 12K+ damage again. Each time I throw, I have a chance to throw yet again and again.

I'm glad they are buffing Goblins more in the next patch. Mwhaha.
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  #9  
Old 10-18-2010, 02:29 PM
shqiponja_hayabusa shqiponja_hayabusa is offline
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Quote:
Originally Posted by ckdamascus View Post
Yeah, I already beat scrounger with no loss, but this will be much easier, thanks!
Now cmon, that's impossible. I am sorry for my disbelief but Scrounger has a lethal level of danger in my current campaign. And I am pretty sure that you can't make all of her units miss from causing you enough damage from which you can't recover completely. Even with paladins and other res units. I am trying to beat her without many casualties but it's very hard, let alone with no loss.
Care to give you strategy, or what units did you use? Thank you
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  #10  
Old 10-18-2010, 02:53 PM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by shqiponja_hayabusa View Post
Now cmon, that's impossible. I am sorry for my disbelief but Scrounger has a lethal level of danger in my current campaign. And I am pretty sure that you can't make all of her units miss from causing you enough damage from which you can't recover completely. Even with paladins and other res units. I am trying to beat her without many casualties but it's very hard, let alone with no loss.
Care to give you strategy, or what units did you use? Thank you
Atlatea did it too and detailed his methods, which seemed to be more efficient and it sounds like you used a Paladin.

I was a Mage, Scrounger starts off as Invincible for my Level 55 Mage, so I am going to assume you are a Paladin or Warrior.

I don't think my method was particularly elegant, but this is what I did.

My army make up was
Rune Mages, Trolls, Orc Chieftain, Black Dragons, and Shaman.

Rune Mages was probably my key saving unit.

I would basically just delay/tank as much as possible. I know it would feed them into max Adrenaline (and higher), but it was the method I went with since I could not easily revive them all if I lost more than 70% of any stack in round 1.

The enemy really liked killing my rune mages, so I would Phantom them ASAP.

I would even use Mystic Egg a couple of times and released at least two Black Holes. I might have threw one Ball of Lightning, but again, my main concern was ensuring any other unit was soaking hits but my own.

Shaman would mass heal the level 5 units with dancing axes (thus, saving me from consuming a revive with the rune mages), OR throw a ward in front of them JUST to suck up one hit.

My units were all high level, so I would use phantom rune mages to restore everything, sometimes even double casting it to ensure I had

- a reserve revive
- ability to sheep on attack (has to be ranged)
- call up a meat shield

It was a little while ago, but I am fairly certain I started off with one phantom and one black hole. They had ogres and they would always drain me in that critical first round, and it was particularly frustrating. The blackhole starter usually ended up killing them in the beginning.

The general strategy was to form meat shields, delay as long as possible while sneaking in more attacks via Black Hole, pygmy, phantom tanks and disable as much via Runemages/Phantoms. While the rune mages was the key enabler unit, the trolls would end up being the real heroes, since they would converge on maximum 300% dmg bonus as everything started dying. I relied on the Ogre Set to give me the leadership boosts and that's why I was so dead set on using trolls and orc chieftains (since orc chieftains are basically ogres with a new skin, it seems they inherit the underlying characteristics).

I am pretty sure I was down to the last phantom/revive and such and nearly out of mana. It was very long. (~20 turns?) Very tough for me. I should have went in with more disable in mind I think.

Anyways, I think atlatea's method is much easier and cleaner. He beats it in like 5 rounds and heals it all with just one paladin prayer!

He used dryads to lullaby the goblin shaman, threw a disable at a shaman too (sheep or blind). Since he is a paladin class, it made sense he had paladins and inquistors in his army for the 40% bonus damage.

Then he would bear down on the key units. Standard divide and conquer methods.

He also had black dragons too. I think his post is detailed within this very thread and he probably can tell you more of the finer details.

Last edited by ckdamascus; 10-18-2010 at 02:59 PM.
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