Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: Armored Princess

King's Bounty: Armored Princess Sequel to the critically acclaimed King’s Bounty: The Legend.

Reply
 
Thread Tools Display Modes
  #1  
Old 03-17-2010, 02:33 AM
Zechnophobe's Avatar
Zechnophobe Zechnophobe is offline
Approved Member
 
Join Date: Nov 2009
Posts: 991
Default

It is definately difficult to to pin down the most important scenarios. My experience with no-loss games, is that the real point where you have to push spell selection and item selection to the limit is against Hero's, and against the final three big bosses. I'm fairly certain that you can do this with a warrior via a few different routes, and depending on the route, you will value different spells.

For instance, if you are going to make Droids your primary aggressor's, then phantom is both offensive and resurrection, which is a good combination. My play style is to use Dragons when I can, and I get a lot more out of timeback and Target in such scenario. 42 mana to remove all casualties from the first two turns is fast and efficient for that. I could also phantom a dragon stack for a second dragon stack, but as a purely aggressive move, it doesn't represent an answer against the biggest problems the army has: Big bad spells, 'halve', poison, dispel.

Black Knight-solo stack strategy doesn't really care about losses, as long as it can keep mana up, and keep replenishing with Eviln. Phantom probably isn't really worth it here, due to its mana cost, and the defensive nature of the build.

Anyhow, I think we've said all that needs saying on that regards. If we were to put up a 'best 5' spells, I'm sure most people would really only quibble on the top one or two:

1. Time Back
2. Target
3. Stone Skin
4. Phantom
5. Fear

Maybe people who actually use damage spells can weigh in on which are the truly good ones, but I really couldn't comment here.
Reply With Quote
  #2  
Old 10-01-2010, 06:49 AM
grimeleven grimeleven is offline
Approved Member
 
Join Date: Feb 2010
Posts: 72
Default

My vote goes to Black Hole spell, 3300-5500 Astral Damage 60 mana (38int). In the battle vs Uchkuk his army vs me lvl54 mage normal was "invincible", round 1 boom he had 1/5 of his army left with 1 spell i was like "OMG" Overpowered much.

Finished off the rest in the same round lol and done it couple more times for other late game battles like those damned Black dragons.. toast
Reply With Quote
  #3  
Old 10-01-2010, 07:37 AM
Swindley Swindley is offline
Approved Member
 
Join Date: Sep 2008
Posts: 22
Default

Quote:
Originally Posted by grimeleven View Post
My vote goes to Black Hole spell, 3300-5500 Astral Damage 60 mana (38int). In the battle vs Uchkuk his army vs me lvl54 mage normal was "invincible", round 1 boom he had 1/5 of his army left with 1 spell i was like "OMG" Overpowered much.

Finished off the rest in the same round lol and done it couple more times for other late game battles like those damned Black dragons.. toast
Playing as a mage that uses damage spells, Geysir is the spell of choice!

First I use some utility spell (or trap/fire arrow for the medals) then just let loose with geysir, doing 5-7k dmg to 8 stacks. If i remember right, my int is around 40.

I still havent found the death star spell which people say are good:>

I also had some fun with oily mist + phoenix first round, but the phoenix is abit fragile at later stages..
________
Ford Model F History

Last edited by Swindley; 03-20-2011 at 09:09 PM.
Reply With Quote
  #4  
Old 10-04-2010, 06:14 AM
Swindley Swindley is offline
Approved Member
 
Join Date: Sep 2008
Posts: 22
Default

Actually, I take that back!

First I found death star, which was awesome, then I found Black Hole, which just trumphed everything!

Instant 12k dmg on first turn on everything made the endgame easy as pie

Think I had around 60 int!

edit: have to mention that is also works on black dragons, which is part of the reason it became easymode:>
Doesnt work on gremlin towers though, but geysir took care of that easily enough..
________
Buy no2 vaporizer

Last edited by Swindley; 03-20-2011 at 09:09 PM.
Reply With Quote
  #5  
Old 10-07-2010, 03:44 AM
Granamyr Granamyr is offline
Approved Member
 
Join Date: Sep 2009
Posts: 30
Default

If we're still talking powerful, then I think Phantom wins above all others just due to its universal appeal. Fear has limits (plenty of monsters immune to mind spells) and seems more built around tactics whereas Phantom has something for everyone no matter what their strategy.

Overpowered, I don't think you can really make an argument that any spell is overpowered. Timeback is cost prohibitive and situational. Fear has a nice shutdown but it's also situational, limited and dependent on a high level army. Phantom comes pretty close given all of its positives with no apparent drawbacks...including moderate mana cost.

For damage, and I'm no pro mage, but I think:
1) Firestorm
2) Geyser
3) The rest

Haven't given Black Hole a shot but I think it will probably be the winner. I put Firestorm ahead because it has synergies with items and other spells and there are plenty of monsters that have a weakness to it. Igniting an enemy also adds damage and it's cheap. I haven't run the numbers but I'm guessing damage/mana spent has it coming out on top generally speaking and only scales up as you add weaknesses, items, medals, after-effects, etc. Black Hole will win the day though because there are plenty of ways to keep a high mana pool thus mitigating its high cost.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:24 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.