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Also not sure if it was a typo in the tome path or a change by devs, but Tome of Amplifications is Tier 3.
This thread is super old, most of the builds were made like half a year ago. Amplification used to be tier 2 indeed.
Dread Cult
Racial traits: Hardy, Tough, Resistant.
We want units that do not die easily, even when surrounded by enemies.
Culture: Dark
This build heavily relies on debuffs, especially on weakening, and doesn't use healers, so Cull the week trait is very handy.
Additional cultural traits:
Merciless slavers - profits a lot from our build: if our strategy works as intended (and if our economy is good) we'll get instant reinforcements after each big battle.
Mana addicts - just for extra healing on the battlefield.
Ruler equipment: Tyrant knight sword and shield.
We want intimidating aura, and we'll need at least two of the first three signature skills of our ruler to be Chaos aspected, and Chaos skills are best suitable for melee heroes.
The core idea of the build is to ruin the morale of your adversaries and to rout their troops. However, there is a twist: this build utilizes debuffs and statuses to demoralize enemies faster and to prevent them from doing too much damage to our troops. With that in mind let's pick our tomes:
Tier 1:
- Alchemy
I recommend to pick it as the starting tome, because it gives us one of the main units for our build: the Afflictor archer. Afflictors disperse miasma that wakens units that pass through it (Cull the weak combo) and also makes units that stand in it get statuses while getting damage. For our purposes Afflictors are slightly better than Warlocks.
- Zeal
Weird, I know
The main thing we want here is Legion of zeal. It makes our units to do some extra spirit damage, and if they do it to a unit that stands in miasma, that unit will get Condemned, and condemned units are even more vulnerable to statuses!
Tier 2:
- The Doomherald
Negative statuses we inflict already reduce morale of the enemy. Let's scare them even more! Notable topics to research are Joy siphoners and Cruel weaponry.
- The inquisition
Here we want mostly Inquisitor's mark to make our Afflictors to dish out statuses even to units outside of miasma.
Tier 3:
- Subjugation
The central piece of our build: Tyrant knights with Intimidating aura. They will invade the ranks of the enemies and scare them out of their wits.
And here's a trick. At this point we don't have enough Chaos affinity to pick tier 3 Chaos tomes. We could pick the tome of Pyromancy to make our troops cause fire damage (miasma will turn it into a Burning status). Alternatively we can make sure our leader has two Chaos signature skills when we pick our 6th tome. Anyways, the second tier 3 tome we really want is
- Pandemonium
By turning our race into Vessels of Chaos we utilize all the statuses we dish out to deal more damage (after all, the best way to decrease enemy morale is to kill some of them), and also attacks of our troops have a chance to inflict even more negative statuses! Chaos eaters also play quite nicely into our build with their random magic attacks (miasma!) and ability to turn statuses into damage and self-heal.
That's it!
Yeah, that's the downside to any thread like this trying to offer up "best builds." These strategy games like AoW4 and others I've played like Hearts of Iron get tweaked and changed by the developers over time so that old plans don't work anymore. Its one of the downsides to these games, if you want to call it that.
It used to suck in the olden days of printed strat guides you could buy. Those were always for the 1.0 release of the game and were usually woefully outdated by the time you bought one.
unfortunately those 2 are among the worst social traits picks you can have in the game.
Merciless Slavers would be cool, if the units you could get wouldn't cost a fortune. its cheaper to summon units to the front line and its also more reliable.
I don't know how its justified to pay so much more for slaves than normal summoned or drafted units? Same with Nymphs and their seduce.
So, unless Merciless Slavers is not reworked, i wouldn't touch it at all.
Mana Addicts isn't nearly as bad, but competes vs much better traits.
This build is aimed for the late game anyways, and if you don't have lots of money at that point, you are doing something wrong, IMHO. At the late game the real bottleneck is the army production speed and movement speed, so paying a little extra to immediately get reinforcements on the enemy territory is great.
As for Mana addicts, this build suffers from lack of ways to heal units in battle and it is really fragile until you get proper tanks, so lifesteal helps with that. Any better suggestions how to achieve a similar result with a different trait?
I tested this build on the Brutal difficulty, and the benefits of this build I have described are the actual results I got.
I admit, I got lucky because I spawned surrounded by two fellow villains and we became fast friends, so I had time to research the Doomherald tome before I got into the first war.
In my second run with this build I also chose Brutal difficulty and Disdain for Evil map modifier. As a result I got annihilated by Blint the Underdelver before I could cast Joy Siphoners on my doom toads. Well, Materium with their elemental/artificial units and walking bastions is the worst matchup for this build even in the late game, because they either outbuff my debuffs or completely ignore them (although I still managed to annihilate them in my first run), so no surprise here.
I'm going to try another test run with a better start, perhaps, to see if I was just lucky with neighbors the first time.
Is this after or before all the supposed archer builds? That is, is it still relevant?
What Artisan Armaments do not work on ranged? WTF!
It's a couple of months old. Still viable, but there have been some changes that affect it in the meantime:
a) animal kinship minor racial - has been nerfed: your racials need to be adjacent to an animal to have it kick in (for both the racial and animal unit); you can activate this using:
- unreliable units (through summoning or wild expansion)
- reliable units (wildlife sanctuary: low maintenance fast wargs or slow web using hunter spiders; they maybe get your culture enchants if any, plus: early sundering and frost blades, mid empowered beast and late force of nature + any hero supports and can get a max total of 60% crit chance: morale, hero and racial plus morale)
b) amplification tome comes after the scrying one now as it is a level 3 tome now; also you need a +1 to astral somehow (culture or ruler signature skill which I always get as all 3 are nice)
c) vigor tome is abit better bc of animal kinship requiring an animal; a bit too micro and sometimes random (summoning), so not mandatory by any means
d) your glade runners start with 5 less health (85)
e) phase (on your unicorn mounts) requires all 3 action points (no movement) and leaves you with one; it can be used when an enemy is near you stopping your mounted archers from attacking but if you leave your fights on auto the AI will use it stupidly; you could use another mount like spider
f) also, your racial mounts only have 40 speed (down from 48)
If you use animals, you can more easily use another culture, like feudal (adjacent bonus), barbarian (+2 phys building), mystic (best with WK ruler). You won't need to awaken your units for the early-mid game, but your archers will be a little weaker.
While most of the builds in the thread are still doable, they are no longer optimised. I'd suggest to just start a new one and stop necroing this, lol.
Note: This build is exciting (skirmishers), fast (40+ speed), mobile (flying, but needs flying hero mounts), and has great debuffing, buffing, supporting abilities.
Caution: It struggles in one area: getting enough affinity points. Using only your hero signature skills, you need all 4 (lvls 4, 8, 12, 16) on your ruler to manage, or you need to use your first free respec to manage. You need a + 2 on both order and chaos, therefore any upgrade on any of these (culture, society, etc) is extremely useful.
1) Rats (bats)
2) Orcs (offensive f*ckers)
3) Humans (look best)
4) Anything else (hairy feet halflings can be funny and I can see myself really like the concept, goblins could work too I guess)
z) Moles (not my favorite, buuut can be somewhat funny to have underground ghei/jolly midget round furries with wings)
zz) Lizards & Avians (funny cold blooded "reptiles" with mammal like wings riding giant eagles)
- order (very useful) & nature (0 in the build) aff
- +20% dmg for adj racials
- lv1 pike to lv2 shield units
Barbarian
- chaos (very useful) & nature (0 in the build) aff
- alpha strike plus +2 dmg building
- lv1 skirmisher, lv1 stun shield, lv2 "furries" units
Mystic
- 2 arcane (you won't have the means to get it following the build) aff
- good elemental dmg spread
- lv2 stun shielders
Order
Not a fan of them, however if I had to pick:
- Chosen Uniters especially useful if Feudal
- Relentless Crusaders (maybe nice, didn't test it)
Chaos
These are pretty good, probably:
- Prolific Swarmers especially if Feudal or Barbarian
- Ritual Cannibals
Others
- Runesmiths (materium affinity plus helps with enchantments and you'll have plenty)
- Fabled Hunters (nature plus ranged/skirmishers & some resources)
- Scions of Evil (shadow plus shield and some draft/imperium and eventually all units rank)
- Adept Settlers (nature + economy)
- Talented Collectors (nature + economy)
- Experienced Seafarers (nature + economy) useful on water maps
- Wonder Architects (materium + economy)
Body: 2p Tough (die less option: wins battles & doesn't burden your economy)
Mind: 2p Resistant (idem)
Extra: 1p Cold Blooded or Elusive (idem).
- First time I used elusive, but cold blooded should be preferable I think since your main weakness should be demoralizing shielders and this helps. Both are pretty good though, one addresses a bigger weakness, the other provides a smaller more general buff.
1: Enchantment (T1 | materium) amazing T1 tome, everything can be useful: shield, blades, arrows, tools, summon
2: Cryomancy (T1 | shadow) amazing T1 tome, everything can be useful, but mainly for frost arrows&blades (60% slow chance & +20% dmg), blizzard army spell (-3 status resist)
3: INQUISITION (T2 | order) for your main unit & inqui mark though others are good too (burden, tribunal) and, towards the end game order amplifying lens, a pretty nice dispelling mass condemnation!
4: Mayhem (T2 | chaos) defensively: mark, curse | offensive (pandemonium/vessel enabler) | new siege option | infectious insanity option
5: Sanctuary (T3 | order) mainly sanctuary, keeper's mark (economy & survivability) and anointed people though everything is good (great tome!)
6: Pandemonium (T3 | chaoes) for vessels of chaos offensive powah! and little else except maybe mass hysteria, though you might find the rest to work too (depends on personal taste)
- if you really, really want to, you might lose the +30% vessels dmg (helped by the 3*15% luck destroying -50% dmg fumble) and go for a different tome, though I don't recommend it; options are: pyro (fire weapons), revelry (blood weapons) or devastation (flame weapons and major siege option); revelry and devastation work well together, but for this build mayhem and pandemonium are preferable offering both defensive and offensive in a debuff/buff, non crit build
7: DEMON GATE (T4 | chaos) for the amazing/bonkers demonkin! (best major racial transformation, truly something desirable) & better no-imperium teleporter; the rest is not needed but they are at least better than the Pandemonium ones with demon access (no racials though)
8: SUPREMACY (T4 | order) for eagle bois!, anthem!, anthem!, anthem! and monument; the rest are so-so, but it's good you don't rake your brains on what to get, you have clear choices like in some of the previous tomes
- I said this is not a crit build ... well, anthem and order bolstering matrix somewhat changes that
9: GOD EMPEROR (T5 | order) for dome of protection!!! uber hero support ability (you build support heroes for this as well) plus mass revive (weaker than mass rejuvenation though it has its upside too) & divine protection, with the rest being somewhat useful
You should have almost everything: fast flying armies, great transformations & enchantments, good-to-great support & combat spells plus some limited siege options. Also, when you get to uber knightly orders, on an uber legendary skirmisher inquisitor you get ... the 50% evasion of the order of the windborne. Sweet, sweet, new game plus! ;)
I calculated some time ago all the percent dmg buffs you get (20% frost weapons, max 30% vessels, max 50% frenzy, maybe feudal, max 10% medal, max 10% hero, did I miss any?) and counted all the 6 debuffs some guaranteed like misfortune, some with 90% change, others with 60% and some with 30% you get following this build suggestion ... and I was happy. Try it out! :)
One of the biggest issues this build has is the unrealistic mass golden golems. I guess anything you can't debuff is also somewhat "bad". Otherwise, in the realistic and dangerous corner we'd have demoralizing shielders. I'm sure others work as well.
PS: This is an older build of mine, I imagine I'm not the first one to think of something similar. A couple of months after I first played it, after some very bad no-no thing happened somewhere else in the world, I realized this build features a rat race, chosen religious people, demonic misfortune bringing vessels of chaos, riding atop previous rat eating eagles, with a dome like uber. :X Computer says no!
Thanks for the comprehensive explanation!
Could you point out the key tomes and spells for the front-line builds?
Playing the first Empires and Ashes map with a modified approach. I am trying to make a better early game so I can try it out in MP.
The modification is throwing in some Evolution support to grow Lesser Storms, the random animals summoned that have evolve (wilderness sanctuary too), and on a whim, took the tome that lets you summon Wyverns…
I also took Industrious culture to have a better economy to get research going faster, and I really love the early Materium empire upgrades. I don’t miss Berzerkers, but I do miss Sunderers and Defenders at times.
It’s all kind of clunky, but I am bit of a clunky player to begin with, lol.
I’d love some feedback on how to do the phase beast build with a stronger early game and research boosting tips!
I don't know ♥♥♥♥.