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Warrior, Paladin, Mage Different classes in King's Bounty

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  #1  
Old 09-29-2011, 11:26 AM
Vulture Vulture is offline
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Sure Hypnosis will work. And I have it in my game (Pendant Of Iron Will ftw :>)

But you just don't have the Might Runes to get to Onslaught early on. Not if you want Higher Magic 1 or 2 out of 3 first. Maybe I was wrong in wanting that early on (I just did it so I could beat Bogacho right away).

But it's not only the initiative problem I worry about, it's also the pure lack of damage to be completely honest. Idk what obscene amounts of Atk it requires to equate the lack of utility with damage but 15 definitely aren't. Not even in mid-game. And more atk will come at the loss of int. Sure you can give yourself the gear of awesomeness with 30 Atk and 40 Int giving yourself 3 skulls or whatever and it'll work better.

About the spell choice. Idk, I think mass Precision makes more sense than one Dragon Arrows (except if there really is one large stack of something fast and dangerous aka Dragons).

I'm ignorant of that atm, Thorn-Hunters do physical damage but their "spit" isn't considered a projectile, right ?

I just wondered about a new idea about a lvl 1 Dagger+Whip team. I was thinking Sprites, Lake Fairies, Skellies, Bowmen (ok they're lvl 2) and Thorn-Hunters. Might be fun to try that.
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  #2  
Old 09-29-2011, 09:54 PM
Helios Helios is offline
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Yeah, I don't know whether Onslaught or Higher Magic will be my first priority. I haven't started my game yet, or even done the planning yet. I'd imagine that I'll go for at least one level of HM first, as Cannoneers will be fast enough for the first parts of the game along with some strategic use of Demon Portals. Maybe I'll have enough for Onslaught before I run into some of the real problem units like the Dragons. I must have done a poor job of selecting skills with my last Mage, because I didn't ever get enough runes for Onslaught.

The damage is going to be a big problem, which is why I was thinking of Dragon Arrows first. Precision would probably be the better choice most of the time as long as it's mass. The only items I'd edit in multiple of are ones I've seen the game put in: like Elven Bows. No way on the Pain Skull.

Thorn Hunters and Royal Thorns don't qualify for the archer-boost from the telescopic sight or bow. That would be easy enough to change, though. It's just one line each to change for each of those items inside the ses.kfs items.txt file. I thought about changing it and allowing the thorns for my game, but with the Blackthorn Crown, their damage is already great.
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  #3  
Old 09-30-2011, 03:39 AM
Vulture Vulture is offline
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Wow, no Onslaught at all until the end of the game ? Oo How the hell ? xD I'm 18 and have it (well ok, I snatched map goodies everywhere but in the Labyrinth and Murock, logically), so there are 8-10 more might runes guaranteed to come from levelups plus extra loot, quest rewards and runes from Castle Bogacho.

Changing the effect of the Telescope so the Thorns benefit seems like a good idea. But wearing the Blackthorn Crown on top of it I think is gonna break it, don't you think ? I think you'd be better off wearing the Elven Crown (assuming you go with Hunters+Elves) or a neutral solution with the Battlemage Helmet.
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  #4  
Old 10-01-2011, 02:56 AM
Helios Helios is offline
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I purposefully didn't go for it last time as I knew Demonesses with Anga's Ruby would go first.

I thought you were asking about the thorns for your game. I don't plan on using them this time. I think it would totally break the game to add them to the Sight and/or the Archer critical bonus set. The Blackthorn Crown alone carried my Paladin on Impossible.

I just realized that until I get Tolerance that the Skeleton Archers are going to cause critically bad morale with the Elves. I'll need to get that quickly or be stuck with Catapults.
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  #5  
Old 10-01-2011, 01:50 PM
Vulture Vulture is offline
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Well, only Demonesses first and the rest of the team going after the quicker ones isn't exactly desirable. For me, that is. I want to act first and control the battle right away and most desirably not only in round one but throughout the entire battle.

When you play no-casualty, you have no other choice, you just CANNOT have the opposition make it halfway through the field and be able to reach every unit they please in the second turn, and the opponent just CANNOT fire at will at your support/ranged units with their archers right away. Your melee/tank has to be in their face first, incl. a phantom or an ice ball for those you cannot block. See, your tanks will have their asses beaten and you need time back for those. If the enemy archers just randomly fire one at the Demonesses and two at the Skellies you're doomed to play this battle to round 10 or further to get all the mana to restore the tank and the Demonesses (both lvl 40 --> 60 mana, maybe 90 if you're not a mage and lack the spell power and must ress the tanks twice) you otherwise just had to Time Back once which you couldn't because you had to Time Back the Skellies.

You see the importance of high init.

€dit: think of Dragon battles for example. It is just a MAJOR advantage and changes the outcome of the battle GREATLY if you're able to lure Dragons into an ambush by lining up your two Vampires and the Demons behind each other. No Red or Black Dragon will ever NOT go for that and instead attack your Skeleton Archers or Inquisitors/Shamans/Demonesses w/ever. If only your Demoness act first you're at the Dragons' mercy and they'll just fly in, no matter what. Not to mention the fact that you could easily take out two stacks of Dragons before they even move with your whole team going first.

Last edited by Vulture; 10-01-2011 at 01:55 PM.
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  #6  
Old 10-02-2011, 06:28 AM
Helios Helios is offline
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Point taken on high Initiative. I can see how it would be necessary to a no-casualty game. Tactics, too, given the ability to set up Traps for Dragons and avoid area-effect spells when necessary.

I made up a plan for my Mages skills given the amount of runes I'm going to get in my game (I don't think I overlooked any of the extras like +8 Might total for the Tournament battles). My wish list needed over 200 Might and Mind runes, and I'm only going to get 136 Might if I don't miss any, plus however many I can buy. My wish list was obviously just a starting point, and I started looking where I could save some runes. Which Might skills do you go skimpy on? I don't see that I'll have the runes for Dark Commander (would have been gravy for the Skellies) or Night Ops. Do you skimp on Rage Control or Master of Spirits? I was thinking of skimping on the latter and spamming to try and compensate. I'll probably have to ditch a level of Frenzy since I have to get 2 Training for the Archers.

Maybe only get 1 level of Chaos Magic (!) to save on some runes, too? That probably won't go well if I plan on using Demon Portals very often. I absolutely have to get the skills in the path for Tolerance, which is a minor drain. Any suggestions?

Of the skills I definitely want, I'll have an excess of 70 or more Magic runes, since I don't really need Destroyer, and no more than 1 level of Archmage. I guess I'll get 3 Alchemy since there's almost nothing to spend those runes on outside of the Magic Tree. I may even get 3 Necromancy just because of the glut of runes.

I've just got to do a little more tweaking (editing in the units) before I start. I've been making some changes to child bonuses to see if they could be viable this game, too, so it should be quite a different experience.
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  #7  
Old 10-02-2011, 09:36 PM
Vulture Vulture is offline
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Master Of Spirits 3/3 is a must for me. There's no way around it, with any class.

Who the **** needs training, mate ? xD It's not like you'll be using Bowmen without Dragon Arrows anyway. And it's not like the fire arrow does any significant damage. And when you face the opponents where the maximum possible damage is crucial... they're fire resistant/immune anyway xD I don't see the point.

Well, if you only use Skellies from the Undeads then I suppose Dark Commander and Nighttime Operations aren't really important. A nice to have but no must.
Frenzy for me is just a prerequisite as a Mage. You don't have the Might Runes to get +6Atk which only then the skill actually does something. Considering the fact that you have 5 damage dealers in your setup and most of the game no more than 8 targets you won't get far with that. I think Destroyer would be the better Alternative.
Everything in the Might tree you'll need to get to Onslaught3 + 3/3 Master of Spirits and 3/3 Bowmen Commander is what I'd recommend. If you have Runes left still, nothing speaks against Destroyer.

Chaos is vital at least on lvl2. You'll want to have the opportunity to take care of a few damaged stacks that are threatening to come to your base line with a Fire rain or an Ice Snake or a Geyser.
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