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(May 18th, 2020, 15:06)Seravy Wrote: Technical limitations.
Gaze is a ranged attack that has melee range, like thrown.
A unit can only have one ranged attack type so if it has gaze, it cannot use proper ranged attacks.

It's probably worth mentioning gaze attacks have an invisible "0 strength" attack power, so when the gaze attack is being done, in addition to the normal effect, it'll also perform a normal melee attack that is of the Nature realm and has 0 swords as strength. In theory Focus Magic should raise that zero to 3 but that makes very little difference.
In case of Chaos Spawn though, the Doom part of the gaze uses the attack strength variable as far as I remember so Focus Magic should raise the Doom Damage by 3.

Gaze is once for all enemy figures, Touch is once for all own figures.

Ah that makes sense. Actually I think I recall the doom attack going up to 7 for Chaos Spawns with focus magic.

So gaze attacks don't get reduced in strength when you lose figures from Gorgans. I had always assumed it was applied once for each Gorgan figure.
Actually is that the only unit with multiple figures that has a gaze attack?
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Quote:Actually is that the only unit with multiple figures that has a gaze attack?
Yes.
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what's your guys' general experience capturing enchanted fortresses?  I find I have to send waves of guys to whittle down the defenses sometimes, because of that accursed lightning bolt.  Last game, I had a super shuri with lucky and tons of armor + resist elements, bow of phantasmal with 80% chance to hit 20 defense and regeneration, and 8 chimeras, at the end only shuri was alive but there were a couple of turns she had about 2 HP.

Don't get me wrong, I love the change as taking them before with one invisible unit or even waves of spearman was trivial before, but just wanted to get other people's experiences and see if they had better ways of cracking it.  Perhaps magic immunity (but I didn't have it)....

In other games I've had to send several suicide waves to kill the heroes first.
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I don't usually attack Fortresses until late game, when Very Rare spells are available. I consider using multiple attacks in one turn to be an exploit, so I don't do it. I build a stack that's strong enough to take out the Fortress alone. Typically this means a stack with 3 heroes + support including at least 1 tank, 1 teleporter, and 1 caster. The tank is expected to survive by having at least 35+ shields after combat buffs and more than 25 HP, though I usually try to get it up to 40-50 when the enemy also has Very Rare summons. The teleporter is meant to one-hit KO the enemy heroes each time it teleports, and escapes from retaliation by teleporting away, and it should ideally have First Strike as well. The caster's not meant to survive, so it needs regen if I'm not playing Life.

For Life, I max out buffs on all hero units and Archangels and/or the racial advanced units. Supreme Light and High Prayer will turn Archangels nigh invincible and give Regen, but that does require multiple Very Rare spells to combo fully.

For Death, Demon Lords/Death Knights, or undead wave tactics through multiple turns. Demon Lords are the second best Very Rare for assaulting cities after Sky Drakes, but other than that Death has a pretty hard time dealing with Fortresses.

For Chaos, Fire Storm/Call the Void before assaulting and a lot of combat casting. All of the Chaos Very Rare spells are extremely powerful. Even at the Rare stage, there's Magic Vortexes, Flame Strike, Doom bats and Efreet. That stuff easily kills even defending heroes, and your Efreets can Mystic Surge other disposable units into unkillable beasts.

For Nature, I use Colossus and Great Wyrm + heroes + advanced units with Iron Skin, Regen, Elemental Armor, Resist Elements, etc. Great Wyrms are great for assaults because they all teleport. The buff spells can add a total of 22 shields to ranged magical attacks, which is also pretty good after adding to the base 20-30 shields your tank hero should have from items and Agility.

For Sorcery, it's much easier. Just send in Magic Immune heroes or a stack of Sky Drakes.
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(May 18th, 2020, 15:06)Seravy Wrote: Gaze is once for all enemy figures, Touch is once for all own figures.

How about Breath and Thrown ?
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(May 19th, 2020, 18:14)MiyabiSFG Wrote:
(May 18th, 2020, 15:06)Seravy Wrote: Gaze is once for all enemy figures, Touch is once for all own figures.

How about Breath and Thrown ?

Once per own figure but only when initiating an attack.
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It sounds like a rainbow wizard with 2 books in several realms is not very viable then?  I tried a tri-color wizard which works great early but I find really hard to crack more powerful nodes or enemy cities in the later game.
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(May 19th, 2020, 19:28)massone Wrote:
(May 19th, 2020, 18:14)MiyabiSFG Wrote:
(May 18th, 2020, 15:06)Seravy Wrote: Gaze is once for all enemy figures, Touch is once for all own figures.

How about Breath and Thrown ?

Once per own figure but only when initiating an attack.

So the touch attack doesn't work when you are defending? I thought it happened whoever attacked.
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(May 20th, 2020, 12:45)MrBiscuits Wrote:
(May 19th, 2020, 19:28)massone Wrote:
(May 19th, 2020, 18:14)MiyabiSFG Wrote:
(May 18th, 2020, 15:06)Seravy Wrote: Gaze is once for all enemy figures, Touch is once for all own figures.

How about Breath and Thrown ?

Once per own figure but only when initiating an attack.

So the touch attack doesn't work when you are defending? I thought it happened whoever attacked.

No, I was responding to MiyabiSFG's question on Breath and Thrown. The forum software is bugged and made the text colour in the quoted version invisible, unless you highlight it. Touch works on both attack and counterattack, Breath and Thrown do not work on counterattack.
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Thank you for reply.
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