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My second lord is always an overseer and he hosts Gorduz+hobgoblin army, enhanced by a hero-mage and a castellan: cheap and strong. But hobgoblins do suck if not with Gorduz.
Other than that, I did not notice any immediate advantage of an overseer before a mage-lord - about same сгар as for other factions: a matter of choice, a matter of having a hero-mage or a melee hero at hand, etc...
Well melee heroes are almost always outperformed by a melee lord in combat with some exceptions. Not to mention melee lords having better combat mounts.
Many races want to keep their generic wizards out of prolonged melee combat mostly anyways. Some lord wizard choices are pretty beefy and have monster mount options, but even then they're not the greatest in combat. However, both hero and lord wizards are pretty much on par for casting magic.
It's this disparity that can make melee lords a better choice than lord wizards in many cases. They're just better at doing what they do than their melee hero counterparts compared to lord wizards vs their hero counterparts. Especially once you factor in magical equipment making already tanky melee lords practically unkillable.
There's definitely a lot of nuances to this, though. Sometimes you just need a lord wizard since it's early game/hard to recruit more hero wizards for your particular race. Or lord level wizards are just plain awesome for certain races.
In comparison the melee lord has skills that give 5% replenishment and 20% spell resist for his ENTIRE ARMY, another that gives -5% upkeep total and 15% cheaper recruitment plus 20 armor for all chorf infantry and 10% ammo including artillery, and lastly a skill that gives 5% movement 10% post battle income and labor stacked with 15% upkeep reduction for hobgoblins and leadership.
These 3 skills all benefit the overseers armys hugely and even effect what kind of army he will use, need a strong army with a bunch of beefed up dwarfs protecting a gun line and artillery barrage? Need a super cheap second army early on that can not only defend but harass and maybe even conquer a second front? where as the sorcerer only buffs himself and even the one skill that buffs the army isn't that good compared to the overseers.
Thats not even to mention that the sorcerer lord doesn't really bring anything unique to the table, the caster heros have all the same spell skills, mounts, and even have the advantage of buffing all your artillery and healing them which the sorcerer lord doesn't get.
You could argue that the melee lord doesn't get the bale taurus mount but I see why clearly, the bale taurus isn't meant for sustained heavy combat as it's melee defense is abysmally low and would only be a detriment for a melee lord.
One could ask the question, why bring a melee lord when nothing hits your front anyway?
Daemonsmiths, Castellans, Tau'ruaks & Sorcerer Prophets holds the line just as well and bonus to you for having double casters for faster WoM to annihilate the enemy faster.
Now there's a lot of misconceptions it seems. A Sorcerer Prophet with Careful Casting and Thirst for Magic has 20% additional cooldown reduction taking a Flames of Azgorh from 31s to 25s (to 20s with the Tech on top). This is the best skill to get.
-15% Vigour Loss Reduction and extra Replenishment comes in second - it's just not that important when you can already rock 22% replenishment to have 5% extra and Vigour Loss Reduction sure - slows it down, but not by enough for it to make a difference.
On hobgoblin armies, you have no idea the wonders it does to throw in some Bull Centaurs and Flame Cannons. It makes it a fairly respectable army - even without Gorduz. More expensive yes, but you get an army that's actually capable of doing stuff outside playing back up.