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
Last I checked, it's 25. And yes, that early in the game, that is some extremely chunky gains.
Also, as stated, Star Blades has two costs. The first is that you are eating through your mana reserves, and will need to dedicate production and gold towards increasing mana income to sustain Star Blades. And the second one is that your units are just plain worse without it.
Star Blades is bar none, no contest, THE best option for trash fights. If both sides are throwing around T1 units, Star Blades wins every time. And it should, you're paying for every stack of it in mana and without it, your units are just worse.
Improve your reading comprehension. I said explicitly that star blades has *better damage* than most other cultures' specific damage buffs in most situations, but that this isn't as significant as you think it is. You could at least reread what you're responding to before saying you've "refuted" it.
In the case of an early game trashwar between two empires, yes. Mystic wins. Star blades excels at this. Generally speaking, much like getting into a land war in asia, you shouldn't be fighting Mystic players in a T1 trash fight.
Once we start getting into higher tier units, Star blades is not very impactful and your racial units are worse baseline than others.
I make it a point to only use magic when I need it early, even as a wizard king, so that I can save resources and focus on my economy. My units can heal HP over time, but any mana spent is mana I don't have to get enchantments and summons up early.
For baseline for higher tiers. I take it that you haven't tried yet mass producing tier 1 units in late game? Extremely viable and strong strategy if done correctly. Units that basically cost nothing, and do ridiculously high damage, enough to even destroy higher tier units within single turn. Star blade contributes a lot to such approach.
"I make it a point to only use magic when I need it early, even as a wizard king, so that I can save resources and focus on my economy."
Thing is... That's your own personal choice, and playing as mystic without using magic well... kind of defeats purpose of playing mystic in the first place.
1) On turn 1, neither side can cast spells(early game). Now, depending on units and map, neither side can engage each other either, so it is less of an issue in terms of "who is doing the most damage". But sometimes, damage is being dealt on turn 1, and you are missing out in these situations.
2) Spelljammers stops it from being activated.
3) Single hit attacks gets a very small benefit from it, compared to other culture damage buffs.
4) It takes 3 spell casts to be fully charged. That often means, turn 3 before it is fully active.
5) It is actually not the strongest "flat damage" buff. That belongs to High Culture(+4). Some might claim that the High Culture one is harder to activate, but that depends on the alignment. In the mid game, a Pure Evil High Culture starts every battle Awakened(and the Awakened state not only provides the flat damage buff, but also additional effects, unlike Star Blades).
6) It is heavily countered by elemental resistance. Tome of Warding can quickly counter these strategies.
Okay troll. But at least learn to read. It's called "Star Blades", not "Astral Blade". Goes to show what a troll you are. You are not even aware you are a troll.
No one here read anything past the first sentence.
YOU NEED TO GIT GUT
Massed T1 units just die to zephyrs with meteor arrows + chain lightning arrows. Outranges them and obliterates entire legions. Yes, Star Blades is good if you're spamming trash units. But you need to remember that high tier units often come with a dedicated "Trash eradication" button. To say nothing of how easy it is to delete entire stacks of T1 units with massed strategic spells. I've fired ten in one strategic turn before, trust me, T1's do not survive contact with a Wizard King chasing a Magic Victory. They just don't have the baseline HP to not die to Wrath of the Emperor spam. And the upkeep spent to waddle them over to my territory, let alone their gold cost, is higher than the cost it takes to Wrath of the Emperor them off the map in lategame.
------------------------
Yes, not spamming spells defeats the point of Mystic. That's the thing though, you are spending mana for every individual stack of Star Blades you get. Early on, that means you are bleeding mana relative to others, and need to expend gold and provinces to acquire the mana to maintain Star Blades. A cost that other empires do not pay, and they can invest those resources elsewhere. It's better in combat early game, but worse economy, and Mystic is reliant on it. It is a trade-off.
Dude. You addressed a specific problem, and you were given a specific solution.
Kind of like what do you do with calvary..you use spears and pikes. Sorry if it's "boring", but a counter is just that.
Why should there be an infinite number of counters? Games, and warfare, simply don't work like that.
Never had problem with high AI.
they were actually given a couple of dozen options, they themselves pointed out at lest 8. I honestly think its a AI generated comment trying to farm badges, which is why everything is logically inconstant and every second word is wrong
"That's the thing though, you are spending mana for every individual stack of Star Blades you get."
Which you would spend anyway if you didn't use star blade.
Late edit. Zephyr archer's upkeep is 20. Normal archer is 8. You get 2,5 archers with upkeep of zephyr archer. Zephyr archer's base damage is 14 and archer's 10. However two units make it 20.
Now if we take the upkeep reduction into account. It's extremely easy to get to cap of 50% with tier 1 and very early on. Meaning with upkeep or 1 zephyr archer... you can have 5 archers. Which makes 14 damage vs 50. Zephyr archer while strong individually, isn't just cost effective.