Saridu |
12-04-2009 06:09 AM |
Quote:
Originally Posted by Granamyr
(Post 123156)
You're seriously asking this? No unit helps against Geyser and since when is that the test of a valid phantom strategy? No unit always attracts enemies either? How are you dreaming up these questions?
Look, my army right now is Royal Griffons, Paladins, Inquisitors, Royal Snakes and Orc Shamans. 2 of those units can rez and I have the rez spell....that is more than enough rezzing. Suggesting that phantoming Paladins as a valid strategy because it will provide meager protection in the extremely rare situation where you're fighting an enemy hero that casts Geyser is ludicrous. There is no strategy that works every time....the best ones are those that work the majority of the time. Yours and DGDobrev's just ain't that.
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I think what Elwin was trying to point out was that phantom paladins can mitigate a hero's geysers (taking that all of your units can benefit from the phantom's resurrect - bit of a tricky business).
I think sticking strictly to either school of thought is silly, felxibility is the key and I do a bit of both, depends what the enemy/situations is. Usually I move my Royal Griffins halfway up the field then spawn their phantoms, then move the phantoms in front of the enemy and summon guards, my original griffins then summon guards, end result, three throwaway units and the phantom summoned guards have no duration. Then my paladin use their second wind to get either my original phantoms or griffins into action turn 1. When the battle turns into mop up I start using phantom on my paladins to recoup any rear losses I may have from enemy archers that actually managed to find a chance to fire at my archers. Against a geyser using hero I may change my tactics and start the phantom paladins earlier to minimise geyser losses.
Offense and defense can work together, hit them hard, hit them fast then when the enemy is on their knees recoup your losses.
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