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| King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess. |
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#1
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Calm rage lets you turn rage into mana during boss fights, which is pretty clutch. I don't get it very early on, but right near the end it can be nice. Same with Demon Slayer... two fights in the game make that feel a whole lot better. |
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#2
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I use Calm Rage when fighting bosses, but then I don't fight bosses till after level 30 or 40. And I play only as a Mage. In KBAP that is, in KBTL the mage was only class I didn't used (though I didn't like paladin) so probably I'm trying to make up for this now
Why I use some of the spells: Magic Pole-Axe is physical damage, that's whay it can be handy sometimes. Avenging Angel is many directed ligthtnings. Phoenix is the best summon, better than Infernal Dragon (I found that spell, and am underwhelmed). I use Oily Mist with Phoenix a lot (I cast it in place where phoenix will land a moment later), it makes demons susceptible to fire, which is ironic. Flame Arrow is cheap and at higher INT, levels, always burns, unlike Fireball or Fire Rain. Fear disables levels 1, 2 and 3 when fighting without witch hunters or inquisitors, and so on. Every spell has some use, but some spells are more useful. I don't invest in spells again undead, because undead enemies are usually weak, and Healing hits them nice, for instance. |
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#3
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In my opinion, Magic Pole Axe is a pretty bad spell choice for a mage, and a decent one for a Paladin in the champion of the arena battles. If a player needs physical damage, he/she might be better off with Ice Snake at early levels or low-level Geyser. If those are not applicable, Flaming Arrow and Poison Skull do outstanding work. Poison Skull is probably the best spell against demons and dragons (with the exception of the bone/black dragon of course) since both have no resistance towards it and with higher intellect, the post-effect always procs, which means even more damage.
It was a lot of fun one one of the champion of the arena games I had lately - this comes as an example just how good those spells are. I tackled the metamorph with a single stack of Paladins and what do I see? Over 2k hyenas! He promptly turned them into paladins, so I hit a flaming arrow and a poison skull on that stack. Suffice it to say, they were dying by the hundreds, and the carnage was a marvel to behold. Before they actually managed to take a swing at my own paladins, those 2056 paladins were down to less than 400, which is practically nothing against a decent sized paladin stack (150+) with stone skin and magic spring on. And that's keeping in mind I played a Paladin in this game. A mage would have done even better. I would also like to add that in my opinion, if I mage resorts to using disabling spells like fear, slow, trap, stone wall dragon ability and such in the middle game onward, something is badly wrong with the char or army lineup. The mage's start is tough, but once he manages to hit distortion level 2 and chaos level 2-3, he gets rather overpowered (even with flaming/poison combo, backed up by mana accelerator for quick mana gain), as long as he uses units with good resistances. EDIT: This is why I always go for neatness 3 and buy every item in this game later on. The mage is in dire need of extra might runes, and the other two types won't hurt either, because they will provide options to boost some not so necessary, but nice to have skills such as adrenaline and other skills that are deeper in the mind and might trees.
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Last edited by DGDobrev; 09-23-2010 at 11:46 PM. |
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#4
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In KBAP I play most figths something like this: 1. first ten rounds I keep enemies at bay and use as many burnings, poisons and stoneskins as possible, to get medals. If enemies are weak (less than lethal that is) I don't summon demons, because they would kill last stack too fast. My goal is to weaken enemy but not to kill them! And to collect 4 chests (without Shovel only 3), and to use rage, and to get experience for dragon. Experience depends on how strong are enemies when ability is used, so best is to use high exp abilities first (like lightning orb), and chests later, but if there is danger of killing enemies too fast, then I choose to dig. I use summons for that, and often evil beholders to disable the biggest but low level stack for free (if level 1 the chance is 100% I think, for level two it's smaller but some enemies almost always go to sleep). 2. after 10 rounds I aim for trapping enemies to death. Sometimes I change last flying creature to sheep (sheep can be killed by trap) and weaken it, then make corridor for it to be trapped, for example. If there is rage left, and the last stack is big enough, I use dragon abilities. And resurrect and sacrifice, to get more troops than I started with. Sacrifice is my main troop supplier, not shops. But I need time for this, so sorry, no geysers, no ice snakes, only single, directed hits (unless there is opportunity to use mass damaging spells), for better control. 3. after 20 rounds there's usually no way to get rage or mana, unless this is a specific situatiuon, like friendly gremlin tower or ghosha (sp? big death worm) and use of infernal dragon (for rage, I'm experimenting with this) or EGD (for mana). So if I have to resurrect someone after turn 20 then I may as well choose to load a previous savegame. There are not so many figths where I want to win fast. Armageddon users and some bossess come to mind, and fights against black dragons. Sometimes I'm bored and enemy hero has too much mana for fireballs or lightnings so I end fight faster. Quote:
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#5
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I'm glad we had this discussion!
I forgot about Oil + Phoenix, and have promptly maxed oil out. I'll probably add in magic pole axe because I really hate goblin towers and I do not have level 3 chaos yet. I wonder if geyser can hit all the towers at once? Even so, I don't really have enough mana to do that. Soul Drain is SOOO powerful. Haha. |
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#6
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Magic axe is not bad, but royal snakes and teleport are even better against gremlin critters, he he. Yet, there's nothing more powerful than Death Star. I get tactics only after I get Death Star Some items have no friendly goblins now (or it was that way even before? Not sure) and for this reason are a bit more tricky to suppress, spells which can terminate the (weakened) goblins in an instant are good for no-loss. Pole axe has guaranteed outcome. |
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#7
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Geyser can hit up to 8 targets, regardless of who or what they are. It's an amazing spell, really. The only thing that surpasses this spell is some gremlin tower arenas is death star. If the towers are properly placed, you can hit and destroy 3 or 4 of them in one shot, while geyser usually takes 2 casts.
Still, geyser owns all kinds of creatures that have less than 10% physical resistance. EDIT: Saiko, if I sounded like criticizing your strategy, I apologize. After your thorough explanation, I can see your gameplay and I can see your style of fighting. Mine is radically different, this is why our positions differ so much.
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