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| King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess. |
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#7
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Worthless spells, hm . . . nice idea but there are so much of them
Ice shards, Poson spit, Shoal of pirana, Earth blades, Stone rain . . . almost all of new spells that used to be Spirits of rage skills. I didnt include Gloths armor, since it`s preety imba against Goblin shamans, or simmilar devastating attacks ( lvl 1 is enough since it can take infinite dmg for 1 turn for 10 only mana) As for older spells : Kamikaze, Book of evil, Doom, Avenging angel, Weakness . . . you ppl almost said them all. Ill only say i dont like Plague (usefull only for undead), Necro call, Demon gate - Ilusion is much better, and give you higher leadership worth of units, Hypnotise never use it since Blind/Fear or Ilusion are much better for disabling enemy. I agree it`s good to force enemy to waste their turn, but since it`s leadership related and 90% of enemy have much larger army then mine, i almost never get chanse to use this spell, thus i dont like it But i cant agree for some of your choices : Peacefulness - make illusion of some unlimited retaliation unit(Royal griffins, Demon or Black knight with Moro`s item) and put it in middle of enemy army with peacefullness. It will tank tons of dmg while you clear enemy with your main dmg dealers. Berserk - same as for peacefulness, or for summoned units. Fit of energy - for some heavy dmg archer/range unit is great but it`s mana cost should be changed for 10/15/20 mana per lvl`s maybe. I use it for Goblins, since they are mostly used with Quick draw they play before Orc/Paladin, so they play their turn, and another with Fit of energy, and then 1 more with Orc commander/Paladin second wind ability`s. If you get lucky unstoppable will happen at least once, so after first turn your goblins have +20 attack thx to Zeroing in. It happened to me but just once goblin attacked 7 times in first round with this tactic. Precision - i hope `Zechnophobe` was kidding, on 3 lvl it`s mass spell, and gives 30-50% dmg for archers, if you go Trigger and 100% crit chanse this is MUST spell. It gives 75% more dmg when scoring criticall hit : normal dmg 100, 150 with crit. But if you use Precision normal dmg would be 130-150, and that makes 200-225 with crit. If you go all archer team this is spell for you. For only 16 mana (3 lvl) all archer units get great dmg boost. Pugmy - i like it more then Helplesness. As `ckdamascus` said it have it`s use.On 1 lvl is much better for huge stacks of low lvl enemy units. Helplesness reduce % of defence, and for 1-2 lvl units that almost nothing. Pugmy takes 20% of Hp for 5 mana,which is almost like Soul drain spell lvl 2 witch is 20 mana. Helplesness is great for high defence enemy, but for big stacks of low lvl enemy Pugmy is much better. Life light - only problem is high mana cost for only healing, if you want to dmg undead there are much better spells. If it resurected units it would be great, but for only healing to much mana. Only usefull when going 5th lvl army |
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