Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The only "aspects" ( :p ) that you can't really rank for dragons but makes a difference, are the initial affinity bonuses, how one takes advantage of the bonus affinity and just how various affinity/tome builds actually work in conjunction with your dragon.
For example: A nature dragon + nature build planning on taking high tier nature tomes.
On the dragon I would definitely take something like Order Aspect instead of Nature Aspect because 20+ hp and an extra retaliation isn't going to hold up compared to stuff like Faithful (-10%upkeep), +5 status resist and Condemn (-3 status resist). Condemn being great for getting abilities like Nymph's Seduce to actually land with mind control effect, and not having to dip into zeal tome line for the extra status debuff.
Then I would also take Nature Transformation, even though on paper it's inferior to other transformations atm. The reason being that nature tomes have so much for plant, cavalry and animal specific subtypes. Making your Dragon a Plant will be a huge boon both offensively, defensively and sustaining it in combat. It may not be able to stun, but it will have so much sustain it won't matter along with the rest of your army.
The fumble chance from Misfortune seems not very relevant, especially weird as Shadow Aura because it is a Chaos Tome mechanic.
What it really does: it instantly cancels any Fortune stacks. So you can't really ramp up Fortune with the aura around.
And it isn't really something optional; if you want the Shadow Dragon with the Freezing Breath, this is the only aura you get. Only question if it's worth 1 of your 19 skillpoints.
Well, true, you can remove Fortune stacks - but thats strictly against 'player' lead armies (be they human or AI), since neutral stacks don't use fortune for most parts (with some rare exception, but even there it often isn't critical to remove).
Also, what do you mean with 'want the freezing breath'? Just pick the last shadow transformation, regardless if you are base shadow or not, you get the freezing breath?
That been said I think it's highly dependent on the books you go for and your overall build.
For basic dragon "type" I agree that nature aura is probably the best in a vacuum, however going Industrious (best dragon culture) means that Astral, Materium and to lesser extent Order get some massive synergies with Steel Fury Chant and Steelshapers, since you can convert bolster into heals, Strengthen and Fortune. Materium also gets a generic resist buff, which I like more than extreme resistance vs a single element others get, unless it cancels a later transformation weakness or you have a good idea what you'll be up against. Lastly I'm not a huge fan of blight damage lots of resistances and even some immunities.
So for me if you go Industrious Materium, Nature and Astral are super close, with a slight edge to Materium. Order is close. Chaos is next, better than you rate it imo since it can proc hard CC with a good chance, and Shadow is last imo.
For Aspects, since I like stacking defensive stats and crit, Materium is again best. Astral is good too but problem is you have other sources to get Fortune from so it doesn't help reaching 100% crit. I think Chaos has its place if you try to max out breath damage, especially if you also go for the Chaos Eater build with your race. Shadow is good for Soul farming and morale nuking builds, Order if you have lots of units with Zeal and/or CC/Mind control. Nature is meh, since Dragons have repeated attacks and don't retaliate that hard. Overall I usually go Materium since I do 100% crit build but all of them are decent here, with Nature being the least useful imo (it's still not bad, it just doesn't serve as a basis for some strong strategy).
For transformations, one thing you overlook is that some unit types allow you to benefit from new spells, abilities and enchantments. E.g. elemental benefits from t5 Materium undying earth.
There are also 2 big clauses here: you do have 100% crit and Gilded Magic, or you don't. If you do, cc becomes irrelevant and the best breath is maybe Order or Shadow for self heal. However you'll most likely be lol 12 way before t4 tomes, so before that I agree with Materium being the best, Astral is not bad also.
1) yeah, you get the Aura skill at level 7, while the first Aspect at level 4, that is true.
I also noticed that I forgot to rank the first Nature aspect. It is IMO tied for Chaos, for the simple reason that it also gives 20 HP, but I suppose I can see it being last as well.
I dislike the Chaos Aura that it is only a 60% base chance, meaning, it can be resisted. No other Aura can be resisted, and if you fight against high tier units (which are the bigger problem to begin with), they do tend to have sufficient high Status Resistance to make it often fail. Though that said, the reason I ranked Shadow above Chaos was because the initial Shadow Breath had a 30% chance to freeze, which I deemed more useful than burn - since I skill neither aura to begin with.
Otherwise I actually do see a lot of your points. I discounted gilded Magic because I normally picked a CC Breath, but an Order/Materium could stack immense crit chance, making each breath stun by default. I will need to build that :D
2) Hmm. I was sure no Unit Enchantment would actually affect the Dragon, regardless of the Type, but I may be mistaken. I gotta test it a bit more, but generally these Spells are T5 tomes anyway. At that point, it generally doesn't make such a big difference anymore IMO.
At the beginning you get a weak dragon breath with a 60% chance of a matching proc like Chaos gives a fire breath with burning chance or Nature a blight breath with poison
Then you have the cone/comet/line upgrade which improves both damage and proc chance to a very reliable 90% or at least reliable against tier 1-2 units
Later on you get the lvl 12 transformations which provide plenty of buffs, including a guaranteed proc but said proc is the same one as the starting affinity procs
Like using Chaos again, both are fire procs or with Nature, both are poison
And since damage reduction is solely % based and in fact units have more weaknesses than resistances against specific elements, attacks dealing multiple damage types is beneficial too
But back the original point of this thread, i feel bad for Chaos
The classic fire dragon is once again the worst choice like in the previous game which had Gold Dragons completely outclass Fire Dragons except in very few cases of units resisting Spirit damage but not Fire
Certain enchantments and abilities do work on dragons depending on the type:
Plant: Force of Nature, Mass Rejuvenation
Celestial: Mass Revive, counts for Shrine of Smiting damage stacking, although you can get Faithful with the Order Aspect too
Elemental: Undying Earth
Undead: Dark Rites (Reaper passive), Necromancer buff and revive abilities, Restore Undead, Battlefiield Reanimation
I could be missing some more.
The Shadow Dragon gets it from lvl 1.
And TBH it is meme-ishly good if you start with 2-3 warlocks, the freeze chance is probably closer to 100% on most targets due to Sundering- and Baneful Curse.
PS - also anyone with Astral Blood or equivalent gets Fortune stacks from any spell being cast; example with a WK lord and Cryomancer Staff, i get to cast two spells in round 1 and two more in round 2, so normally that's 4 stacks of Astral Blood (and maxed Star Blades) even on generic marauders or free city defenders with those skills.
So any form of Misfortune instantly cancels these before you end your round.
Also im have beinf taking a Huge beating on the scenario Map of Ashen War is there a way to make one of those backstabbing lizards one of your own so you can command it. Sorry for ghe long text.🙏🏻
Incorrect, they are if the type matches. It's just that normally enchantments specify something like "ranged unit" or "battlemage" which is not a hero. But enchantments that specify smth like "plant" do work on heroes if the hero is a plant.
I don't think it does, unless your dragon ends up an elemental somehow - but the tier 5 skill, 'Ancient of Earth', is all upside since its drawbacks already apply to dragonlords.