#11
|
|||
|
|||
Your best tank is any Level 5 unit with target on it and someone healing them
|
#12
|
|||
|
|||
I only use stacks of 80% or so of my leadership and on occasions use sacrifice on them. You can use heal too to kill some of them if they go over leadership.
|
#13
|
|||
|
|||
As was mentioned before, level 5 units are your best tankers because they have the greatest amount of Hit Points = TANK. It's in the very definition of the word.
So I think your Tank Progress tree for a single unit could be something like: Cavalry > Giants > Green Dragons A couple more point:s Giants + Level 3 Stone Skin = virtually invulnerable. Any tank + Target = perfect anti-Archers. Giants / Green Dragons + Level 1 Sacrifice = Free Resurrection! Plus the giant stomp ability is nice. |
#14
|
|||
|
|||
I'm a big fan of Ancient Ents. Typically my first move in battles is to teleport them over and cast Stoneskin on them. If some of the enemy stacks have fire damage, I'll cast Divine Armor instead -- it replaces their 100% Vulnerability with 36% resistance. Oftentimes they can take a full round of hits from the enemy army without dying. I can't use healing on them, but I can use Life Light, which makes this strategy even more awesome for the Land of the Dead. When one of them dies, well, I keep a stack of Thorn Hunters for Sacrifice+Time Back for that purpose.
Yes, the enemy can move away, but the Ents can still use Wasp Swarm, and, if need be, there's Target and Mass Haste. (By the way, having something low-level enough to use Time Back on in my army allows for major exploits. When I fight an army with a stack that has the No Retaliation ability, I keep it alive, get infinite mana by letting it bang on my Ancient Ents with Magic Spring for a while and get practically infinite rage by using Rage Draining. I then use Sacrifice+Ressurection to get free Thorn Hunters, and, once I've gotten them to full, use Sacrifice +Time Back on them to regenerate all my other stacks. Thus, I turn a heavily-depleted army into a full one for free.) |
#15
|
|||
|
|||
people miss a point, hp per leadership is not the most important thing but resistance and defense are thanks to them unit will stay longer.
Most important is physical resistance. |
#16
|
|||
|
|||
Actually, both are important. If just cost effectiveness is important, not just 0-loss policy.
|
#17
|
||||
|
||||
well, I wonder where could be the catch - but for me didn't sacrifice work on green emerald dragons... (still I have them in my undead army for the "get me more mana" reason)
__________________
WOK pan? You sure mean WOG... Equilibrium? You sure mean Equlibris... |
#18
|
|||
|
|||
Ents dish out 100-140 damage per unit They hardly get a mention on here?
|
#19
|
|||
|
|||
They are plants plus no useful abilities :/.
|
#20
|
|||
|
|||
I like shamens early on and to cast the totems. Most enemies go out the way to attack them first. Whilst you can cast spells and rage off from range. Phantoms a good spell to us with them and ice orb handy to tank with.
|
|
|