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Best warlords battlecry 3 hero
Best warlords battlecry 3 hero








best warlords battlecry 3 hero

Tinkers enhanced building health and generated stone as well as iron.

best warlords battlecry 3 hero

Merchants with superior discounts created gold and crystal resources usually used for racial bonuses or magical troops. These classes could put more statistics into charisma for a bigger discounts and had other tricks as well to compete with summoners. Making a choice in sticking to summoning means you are competing with the Merchant and Tinker as well as other leader builds. Mages were usually better off spending their mana on combat spells which could destroy entire waves of units so yes it could be considered dumb. It easily overwhelmed any other build until an extremely high level where everything goes to hell anyway. You not only got the superior economy, you had a secondary way of bolstering your army to be even larger. Originally posted by A regular goat: Permanent summons were pretty dumb before. If you do not like these changes or have a buggy version hunt down Intikhab's post for fixes in these forums. When you have built an army up enough it can instantly rebuild lost troops. Mana potions are useful however they can be used for more than just setting up Arcane magic such as used to chain 3 Ice Storm spells or similar magic once per map with a high level keep. Should a mage not go into summoning they can use these magics to increase their power with surplus mana generated even at lower skill levels. These take time to get and the players concentration to maintain. Leech requires 8 kills to break even before is starts giving a benefit. Mana Flow requires roughly 96 mana to be spent in it's duration before any benefit is seen. Since these bonuses are over 6 minutes and a total of 11 mana per minute is gained once this has been setup. If we assume we are using the 2nd version of the spellĮnervate lasts an extra minute giving 54 mana that is 34 mana more than costsĮxtend if used can increase this to 66 mana total after costs These costs add up over time and harm a summoners potential to act as a leader. This adds much needed diversity as summoning was generally only scaled off mana generation rate well past a certain point in skill investment.Īrcane Magic has serious setup and maintainance costs assuming a base mana regeneration rate of 6 per 20 seconds (18 per minute)Įnervate 1 which lasts 2 minutes would give a total of 18 mana but cost 20 to setup.Įxtend 1 which also lasts 2 minutes but doubles the duration of other spells but costs 22 manaĮven if we combine the 2 the total cost is 42 and only gives 36 mana. Normally I would recommend spell casting classes that don't scale their magic well to gain a support skill from their race available at level 10 or less. This eventually balances out at high levels but is much less merciful to newer players. Alchemist class heroes could use the same summon but found much more use in the Acquire and Spellforge spells most of the time.Ĭharacters that heavily invested in summoning type magic such as Summoning (Daemons), Nature and Necromancy will have a much harder time at low levels. Golems are mechanical and therefore immune to many instant kill spells. Some classes with the rebalancing have been seriously weakened such as the Tinker that would use golems to help protect their towers. When a magical specialist hero that has Arcane magic gets to around level 30 they can extend the summon durations to a decent level. This doesn't render summons actually useless but restricts the use in the army to just extra charge units. Magic that was used to create units with the unofficial version now has a timer.










Best warlords battlecry 3 hero