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Thanks, I didnt realize it was nerfed as it happened this morning. After reading it over the nerf isn't so bad. Only a small cooldown/ agility scaling nerf. Shaman is still goated and needs to be obliterated IMO. Drummer with lvl3 hold my beer max will keep any backline based team safe so even if shaman is gutted you could replace it with a combination of healing supports and AOE dps mages,
You'll find that dark mage ends up dealing more dmg maxing HP without needing any traits.
- Drummer with Orb of Frost AOE
- Berserker with Swift + Invincible Shield + Last Stand later on (you can basically put all points into Strength, completely ignoring health as soon as you have Last Stand)
I found that high health+shaman healing is more reliable than invincibility seconds as they will survive indefinitely even if something goes wonky and th fight goes longer than usual. Every unit in my comp ends up being 20k+hp, but an invincible berserker who oneshots everything is a good suggestiion being very usefull in 3v3/1v1 fights
- Started building the shamans, 5. The early game was so pleasant, not real trouble. Every comp I went against did not stand a chance against them. Econmy wise I spent all the money on getting extrovert lvl 3. All the skill points into HP, except a few in stamina to make sure they don´t run out
- After that I bought a drummer and put on him swift as OP recomends, all skill points on HP and some on strength to maximize the AOE perimeter, until I realized the strength was giving only x0,008 or something in that lines, meaning I would need to spend a lot of levels to reach the 4 cap, so stopped on 3,2 and the rest all HP.
- Next I bought a couple level 8 dark mages. In this point I got my first wipe against a triple shaman + 8 stealth fast mele enemies ( can´t remember the class name, they seem to me something between mantis and crabs) They were so fast that the drummer did not got his ability on them and rapidly they killed my shamans. Tried a couple times and skipped the fight.
- After that I had some easy fights, I put ascending summoner on all my shamans and started giving them agility to get the cds maxed out (which is not 30, is 50) I got a couple more dark mages and 2 banshees. I put revitalizing echo lvl 2 and hold my beer lvl 1 on the drummer and at this point I was getting worried economy wise, because I was spending all the money on skills while my gladiators were not well equipped with quality trinkets.
- Some fights later, I finally got hold my beer lvl 3 on my drummer but the AOE range was not that great as I expected, maybe because I did not max out strength but clearly he did not reach any cornered units (maybe it could also be that the drummer is nerfed idk...) While my darkmages were doing kind of good-ish, I dont think they were as competetnt as a group of high speed-agility archers, because they lack on defense and are easily killed by any fast high dps mele unit.
- Then I came against a triple overleveled necromancers with couple of knights, couple of maze orcs, and couple of arbalests which totally obliterated the whole team. The banshees could never stop necromancers from summoning dead units, darkmages were being one-shooted by the revived arbalests and my drummer was struggling with the maze orcs.
So in general, by my experience, (where surely I missed many OP´s points and probably I could have done better) I can tell:
1- Darkmages are not that good damage dealers as I thought, I think the easy fights archers would have made as good as them and in hard fights would have made better
2- Shamans are incredibly good, with extrovert and paired with banshees they are solid healers and carry a lot of fights.
3- I think rhino is better than drummer.... Maybe? I think they get more HP and is easier to max out the AOE range ability perimeter, despite drummers having better shield.
Also bear in mind this is not any criticism to OP´s build, and even I didn´t use on the terms he built for (campaign hell difficulty - permadeath, while I was playing tournament normal no permadeath) it´s just feedback of my experience.
Thanks for testing the build! I am sorry it didn't go as well for you as I hoped. The strat was intended for campaign so traits don't cost gold but rather trait blueporints and mana crystals. I recommend focussing on Hp and int on your darkmages so they dont get one shot. They are meant to be in front of your shamans so that they serve as decoys in case a few units slip through the edges of the map while your shamans build up totems. A single stormbringer might fix the dps issue you've been having. Also the trait hold my beer does not scale with strength. I might attempt a better guide for tournament.