Quote:
Originally Posted by ShadowTek
Hi, for a level 5 unit, they flat out suck? They should have a fireblast ability or somthing like that.. There the top of the food chain for demons and I dont see how there useful? Hell the Demoness is more useful then the archdemon..
The ability to quickly switch a enemy spellcaster into your midst to destroy them is awsome. And switch your Black Knights in that spellcasters place...
Anyway, the archdemon sucks as level 5 unit, they should be allot better then they are IMO...
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Archdemons can be verrry powerful.
a) they automatically remove negative effects in the beginning of the round. That means, they cannot be poisoned nor burned.
b) they have ridiculously high initiative, so they ensure you can cast spells before the enemy can move (or you can get onslaught or quickdraw)
c) they are relatively strong tanks. fairly high physical resist, and good defense stat
d) Halving ability - I usually play on Impossible mode, so the enemy almost ALWAYS has more leadership than me. Plus, I usually only use demons with mage class, meaning I am usually even more outleadershiped. However, I still find Halving useful. Enemies which have insane defense, like paladins... as I whittled them down with poison and fire, the Halving really helps speed up the process of finishing them off.
I tend to use Archdemons with mages, so I can cast Divine Armor AND Stone skin on them. They can still die, but they can draw a fair amount of punishment. Thanks to the "rejuvenation" ability, I don't have to waste a round casting "dispel" to get rid of poison status effects either.
I'd imagine a powerful warrior build using Archdemons, Rune Mages, and Demonologists might be quite a force since you can hit the Halving ability much sooner.
Phantom a Demonologist for Thread of Life to heal the Archdemon... you'd probably need insane physical resist items similar to what I did for my "Ogre Shrek" build. Ideally you'd want to hit really close to 95% physical resist with just stone skin.