![]() |
I am playing as mage.
I chose the pink. +5 Mana is useful. :grin: However, a novice of mage could not use "Ball of Lightning" because lack of Rage. |
Mana accelerator useless for wariior but for mage its main skill i use ;p
|
Come on... Mana accelerator is the skill that makes the warrior worth playing!
All you need to do is get your warrior to 25 mana (not that difficult, the shrines alone will do) and upgrade the mana accelerator fully - then go rage crazy. With that little dragon skill you will turn 25 rage into 25 mana each round. That effectively transforms your rage pool into mana pool. And you're saying THAT is useless? In my opinion, it is the Mana Accelerator skill that makes a well-built warrior so wickedly powerful and so imbalanced compared to the other characters. Warriors can easily transform rage into mana and regain the lost rage (25 points) in just one round without destroying a stack. The Mage cannot do that mana-wise, unless she destroys a stack or two. All of that means only one thing - paladin phantoms every turn. You know the rest :) |
Actually i find the mana accelerator more useful as a cheap haste spell! 2 extra action points plus the snake boot and your Royals can strike anywhere on the battlefield!:grin:
|
Quote:
|
In my opinion they were the among the very best troops in King's Bounty: The Legend, and they still are in KB: AP, especially if you get those snake boots.
|
The strike ability is good but IMO the no retaliation and high init make these units great, expecially early game if you're trying to minimise losses. Their high initiative means they always get first and last turn so you just need to wait, then strike at the end of the turn and retreat to safety at the start of the next turn.
An added bonus is everytime they poison an enemy, it counts towards the Alchemy Medal which in turn boosts the effect of their poison! :grin: |
Not sure why you're so keen on Paladin Phantoms? I have Paladins in my army but I also have Royal Griffons and those seem the best bet for the Phantom spell. Grab the Summon skill on the magic tree and it enhances their ability to call in their Divine Guard or whatever those ghosty griffons they call in are called.
Using Phantom on the Royal Griffons essentially gives you twice the phantoms and all of them ALWAYS counterattack. I send the original Royal Griffon stack just outside of melee range, phantom them, use the Divine Guard from the original stack, use the divine guard of the phantom stack and I've got 3 flying meat shields you can put anywhere and always counterattack. Phantom on the Paladins seems inferior on a lot of levels, especially in a no-loss or minimal loss game. Inquisitors would be your secondary rezzers anyway. |
Because the paladin phantoms act as a second paladin stack in the army and with multiple phantoms you can do multiple resurrections. In the end, that may well lead to no-loss victories.
|
I used to be really fond of Royal Snakes, and I still think they are a pretty good unit. But ultimately, you will want to replace them with something a bit more sturdy. Assassins, Griffons, or Royal Griffons are decent 'melee strong' unit replacements for them, in my opinion.
|
All times are GMT. The time now is 07:16 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.