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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#1
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Whittle him down to one stack ASAP, blind it (or sheep or any other disabling skill, but blind on a low level stack is the most mana-efficient), revive everything with paladins. I haven't run into anything that geysers hard enough to need more than about 3 prayers on my paladins.
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#2
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![]() Against all dragon army heroes, I had to get lucky since you can't disable those guys. Just got to blitz and pray! ![]() I might have to use the Rune Tree to use Gift since that is cheaper mana wise and I'll need that as a Viking. I'm considering some semi-interesting armies Berserker Axe (30% crit to axe users) includes - Jarls - Demons - Goblins - Goblin Shaman - Furious Goblin Orcs don't seem too bad. Not nearly as good as before, but not too bad. I'm also considering anything with a strong counter attack (multi or unlimited) - Royal Griffins (I really dislike them though...) - Demons - Orc Veterans - Berserkers Multi/Unlimited counter attacks means faster battles and lots of rage. I used to do this via "Phantom Horsemen" blitz but I want to try something different, fun, yet fast! Demons are high on my list, but sadly they won't work with Paladins. Demonologists require bodies to feed off of... if only I had the OLD rune mage. I'd be amazed if I could do this without Paladins and/or summons, but that probably isn't happening unless I commit to a "lossy" build. If I do a lossy build, I need a special edge like fastest real time or fastest game time play (speed run) where I skip most quests and just go for fastest win. |
#3
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If you have Ice Prison, its just a matter of time.
E.g. you can double cast this one lvl2 units in one round, or 1 for lvl3 or lvl4. It lasts for about 8 rounds. Then you simply kill one troop after another. |
#4
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It says the target can try to break out that turn, but supposedly they never do, despite the description saying otherwise. Sounds like an exploit then and a rather expensive disable at 35 mana. Although it does last a while (native 5 rounds), but it can be broken by allies if the AI is smart enough. I'll consider using it if I need a lot of rounds to recover, but that lends more weight for me using mass rune mages which is arguably broken/not being used correctly right now. I simply won't have enough mana to sustain mass gifts. I suppose I need to use "Chargers" more? ![]() |
#5
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Moreover its over 8 rounds if you have the mage tree enhancements |
#6
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I'm pretty sure the original build says it too, but it has conflicting information as I noted in my earlier post. It says it can't "attack or move" while inside of it. Yet, it says on its turn it has a chance to break out. I'm interpretting that as it can't shoot or use abilities on other enemies while inside the prison; but when it is during its turn it can choose to melee out of the prison. |
#7
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I dont have the game at me atm - does lvl3 say the same thing?
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