SpellForce: Conquest of Eo

SpellForce: Conquest of Eo

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Ichthyic Mar 24, 2024 @ 12:29am
Ranger unit build
I'm having a bit of difficulty deciding which is better at level 4:
-long range expert (no damage dropoff at any range)
-ensnaring shot (roots target for 2 turns)
-Arcane Arrow (white damage instead of physical)
-Piercing Shot (ignore armor entirely)
-Fire Arrow (elemental fire damage, +5 damage, +2 range - compared to base attack)

What is the best skill (of the above) to take an archer through the midgame? I'm leaning towards ensnaring shot for crowd control, but welcome any advice.
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Showing 1-7 of 7 comments
Beldr Mar 24, 2024 @ 4:38am 
If by ranger you mean the T2 elf unit then long range expert > fire arrow >>>>>>>> all the others. That particular unit is all about damage focus and those are the two that give you a lot of extra damage.

Ensnaring is for things like goblin archers which are cheap but don't have great base damage, or offtank style ranged units like javelin throwers. Arcane and piercing are just undertuned.
Froschkönig Mar 24, 2024 @ 6:46am 
Since Elf Rangers got the Volley skill by default, I would always suggest to build them for maximum range and damage.
Normal Upgrades: Lucky, Looter, 3x Missle DMG, 3x Speed, 3x Focus
Big Upgrades: Long Range Expert > Extra Rune Slot > Defy Death

Then throw them full of Extra Missle Range runes and watch as they bombard kill everything before it gets close.
Ichthyic Mar 24, 2024 @ 2:57pm 
thx muchly. :)
Krosis Priest Mar 24, 2024 @ 8:05pm 
Disagreed about arcane arrow, it can be incredibly useful and devastating depending on who you're fighting (and if I recall right it completely ignores any penalties due to range or sight). If you're deciding between this and fire arrow, just depends who you're more likely to fight. If undead, get arcane arrow and grab popcorn.
Ichthyic Mar 25, 2024 @ 2:22am 
playing alchemist so am using sacred water bombs on undead. also, I noticed that while I also have an unlimited range potion, this requires an AP to use, so would make the ranger unable to use the volley ability on the turn they drank it, meaning long range skill still valuable here. Thanks for the tip though.
Froschkönig Mar 25, 2024 @ 3:28am 
You do realise, that you can use the long range potion on the ranger with another unit? This way not loosing the action on the ranger?
sandman25dcsss Mar 25, 2024 @ 3:52am 
With Elf I tend to ignore all abilities which cost focus, especially those which deal white damage (I always have a spell to convert damage to white) because it is often optimal to spam the starting ability every turn. Your class also can make difference, for instance, artificer can provide rooting, alchemist can provide extra range and no penalty. If I have a rooting glyphe, elf is the best unit for it.
Last edited by sandman25dcsss; Mar 25, 2024 @ 3:55am
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Date Posted: Mar 24, 2024 @ 12:29am
Posts: 7