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+50% white resistance and attacks death damage. Undead mages amplify the above strategy since they have Nor's Boon. Having a mortal unit in your stack has other benefits as well such as the ability to cannibalize if you are desperate for healing after a battle. If you aren't in an area where humans are easily hired you can always rely on a wisp, while they aren't resistant to it, they aren't weak to it either. Humans are your best option for countering white damage since they have a base 20% resistance and can get more while leveling up. If they can't be avoided, then you will need to adjust your stack so that they can be countered. Go in a different direction that has enemies you are more equipped to deal with. The best option is to simply avoid them until you are better prepared. Not much better than Slaver + 2x Goblin tbh.Anything dealing white damage can be a big threat to us early game. Why not Slaver + Orc? or Slaver + Mentalist? Or Mentalist + Orc? These would be some cool, thematic starts, Mentalist + 2x Militia is. Note: Ench is how it should be and feel like. Why is it ok for Ench to get a FREE PHANTOM WARRIOR(!) while Mental gets. Mentalists are cool, mostly for Zerbo's skills 4(their innate Mind Control don't really work early) and Militia. The starting stack is also very, very meh. It's almost like you're supposed to abuse Magic Coffer and the entire "mana -> city reputation" mechanic to get 200 / 200 with, idk, Sevenkeeps and roflstomp everything. I have already answered in this threadĪt first it was one T2 orc slaver and two T1 goblins and now it is one T2 mentalist and two T1 militia Originally posted by Gorwe:While at it, did the stack that Mentalism gets change at any point in time and if so, why? Are you asking if choosing Mentalism school resulted in different starting units this and previous patch?
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