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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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The love/hate relationship! Just casual comments, not to be taken mega seriously.
![]() Inquisitors - ah yes. Fragile, annoying, but sometimes necessary for some parties due to their ability to resurrect. But such crappy damage, slow moving, and relatively fragile. Paladins - slow as balls, but seems to be the ONLY option for mass resurrection. Engineers - argh. They are soo useful yet soo worthless at the same time. Their AoE blind disable and ability to make tanks, plus no-retaliation. If only they could hit from a much larger distance without hurting your own allies.... Repair Droids - How could I forget these guys? I had a bad experience with using them the first time I played the game. They clearly are verrry handy to help someone achieve no-loss early on Shaman - if you use black dragons, odds are, you might have thrown these guys in to heal them. Very handy to have when you got a lot of level 5 units running around. Some Kind of Dragon? OR the Royal Griffin - Who can say no to the ability to hit two squares or the ridiculous royal griffin and its heavenly guard? Begging to be phantomed... Rune Mage - So good, yet I wish I had another slot. Only way to roll with all level 5s with no-losses semi-easily. Disabler, resurrector, no-retaliation astral attack. They are pretty darn good, but I wish I didn't have to bring them along with black dragons. Black Knight - Frenzy + Black Shard + EvilN. Nuff Said. Assassins - with that new modification, I feel like I have to use these guys. You can't even let them sit in the castle without all of your precious work begin reset. Either in the reserve, or in the army, you can't seem to get rid of these guys once you go down the path of "bonus damage." If only I could stoneskin them.... ![]() Last edited by ckdamascus; 01-28-2011 at 01:16 PM. |
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