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B tier: MC
F tier: everything else
1. I asked this elsewhere, but why do you consider Swordmasters a tier above Champions? Don't Swordmasters and Champions both do two single target swings? They seem functionally similar. Does the Swordmaster do more damage?
2. Why are Fire Mages so much better than the alternatives? I am using all different varieties of mages, and I am not seeing a huge difference. Of course, the combat animations do go by very fast, and we don't have a combat log - so I cannot be definitive.
Why would you use all Valkyries in the first place - other than for aesthetic reasons? They are not as tanky as Knights - nor do they hit as hard. And they would be over-powered if they did - AND still able to heal. Obviously, their design was to use them in singles or twos per squad, and they function fine in this context.
Paladins are their infantry counterpart and they are right up there with the Sentinel. Since their passive converts a portion of their magic into armor, they're very well-rounded defensively and can heal in a pinch. Their only counter in my experience are firearms. Valkyries didn't impress me as much, perhaps due to the reason Lampros mentioned.
1. Why Raider so high? I understand they can shoot-and-move, but is that enough to put them in "S" tier? Damage is mediocre, and other ranged options have far more range (albeit without the shoot-and-move option).
2. Why Ice Mages so low?
McBootyPirate, the assassin is significantly underpowered, especially compared to other DPS classes. If we ignore the ambush ability, if you had a full light squad, they are at least 3-6x worse than a Fire Mage in terms of damage. Also, if you are trying to wipe out units in one attack, they are not the best choice, and if you are aiming for max surrender, they are the worst choice, since they will kill healers. As an amushing unit I'd still lean heavily into Sword Masters.
Lampros, Sword Masters will have significantly higher SKL, due to Soldier/Fighter SKL growth, unless bought as mercenaries. Even then, it will be much lower. While they take less damage, they are not going to be your front line on Warlord permanent death, so they will be filling back line DPS slot. If you have the precision talent, Sword Master will kill 2 units almost every time, and also have the highest boss damage. Any militia or sword fighter with precision is automatically top tier DPS, which makes them an attractive buy from markets.
Fire Mages have the better AOE attack pattern, with cold being the worst. 2 Fire and 1 Thunder can actually be just as good if not better than 3 Fire though, due to overkill.
The ability to move after shooting is so strong that I'd rate Horsebow over Warbow. The extra range is only useful to avoid getting counter attacked by other archers, but you will either be targetting mixed or non archer units, or attacking first kills so many archers the counter does little. When getting attacked once as a pure archer unit means a permanent loss, Raider just adds so much safety. The extra damage is also significant at putting units into a range in which you can now either kill them instantly with a real attacker, or will reduce the damage you will take from a counter. You will also cripple weaker units if not outright kill them. So their either kill weak units instantly, or allow you to safely attack units stronger than your melee units, or allow you to instantly kill units. All of which are insanely strong in Warlord Permanent Death. I always make at least 2 raider units with Jules and Narima, and 3 if I get any merc with bow captain. You can not go wrong with this unit.
Then on top of that: As light cavalry, Raiders have not only higher health due to cavalry upgrades, but also tack on some serious evasion. If something happens and they do get hit by either other archers or a melee unit, they're way more likely to survive, with potential for evading damage entirely in a way a warbow unit just can't do.
It isn't enough to completely invalidate a squad of warbows because sometimes what you really need is that enhanced range and higher damage, but there's a lot of small advantages to Raiders that can justify bringing more of them, or even mixing them into other units. 7 move, greater durability and evasion, hit-and-run all adds up to a pretty flexible unit.
5 Raider 4 Warbow, or early on something like 4,3 or 3,3
1)Like any gunner unit it's about the quantity. You don't just have 1 or 2 guns units. Three is a minimum with 5 plus a healer behind some something to soak up damage. And once you unlock the tech so they can fire twice...
2)For me personally I found their damage too low to warrant using them despite the debuff they can put on dodgy units. Fire mages decimate rows and Lighting mages, lines. I get they have their purpose but there's probably a reason they're easier to attain than fire or lightning.
Narima's new class kicks ass since it seems to be a cross between swordmaster, archer and assassin. Can shot arrows at range, hit twice per attack AND seems to be able to get around the front line to take out the soft targets in the back and middle row.
It was for Aesthetics, yeah. I was trying for an all-female army at the time. They were meant to be my fast hitters/tanks (at the time) but the healing thing I learned all too late.