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"+1 defense. This stacks"
+1 Resistance. This stacks"
+10 HP. This stacks"
I suppose I'm partly shocked at just how radically the signature skills change how a Dragon Ruler might play. And doubly so since I am now understanding what people are talking about when they mention solo creeping with their Dragon Ruler.
A Wizard King has a lot of extra casting potential and can cast combat spells twice in a turn, no matter what kind of culture you are playing as.
Both can boost their army quite a lot through signature skills(extra health, damage and defenses).
Both also have access to all classes(so far).
Meanwhile both Dragon Lord and Eldritch Sovereign can only pick some of the classes(and no Ranger at all).
In addition, Dragon Lord and Eldritch Sovereign does not have access to all item slots.
To compensate, they have special abilities and a unique progression in terms of signature skills.
There are a lot of pros and cons to the various rulers.
The main issue i have with this approach is, that the heroes also work that way as the Champion and WK.
But i feel, all rulers should be as unique as the DLC rulers.
The +30 HP from Nature, not so much because that's just more health you also needed to heal back which doesn't do much otherwise.
+1 armor / resist has varying usefulness due to these stats having diminishing returns (i.e. each extra point gives less benefit than the previous).
Dragon and ES are all about themselves, except for some C-rank skills (like Nature dragon or Holy ES).
The Dragon works best if you build him as solo warrior with the various Charge skills and the Materium Aspect. And the ES can also solo everything with an Astral / Shadow build, though the dragon is arguably better because auto-resolve plays him very efficiently.
And while this is great, it also means they give no bonuses at all to their army. So any units they command are just as "naked" as an army without a hero.
I may need to give standard Champions / WK some props. Although really I do suspect that there are two implications from a meta/"optimal" perspective:
1) If hero troop bonuses dramatically change the stack's function (exp: Barbarian with crit modifiers, stacking flanking with skirmishers, etc) then one could feasibly treat the Ruler (IE Dragon/ES) stack as an auxillary / tank stack. You're going to have 3 stacks mid-end game for any serious fight anyways. So putting higher emphasis on say... Support/Battle mages in the Dragon's/Barbarian stack for example.
2) Dragon and ES just seem superior in having non-leader heroes in a stack... Although I do like WK as well in this function. Particularly if they are using +Strengthened/Regeneration per combat cast.
Adding to #2... What is the benefit of a standard Champion in a Ruler stack? Seems that due to their design they inherently are optimal generals?
( was thinking order aspect dragon/life breath or pure breath -paladin dragon is a niche but a good one armoured claw + defender build)
( Also don't underestimate the extra skill points saved you can always respect later if need a general )
Are a few reason to have at least one champion hero in the stack with a ruler.
Champions particularly with elitist ambition are good-! multiple action/cool down resets can be powerful cascading!. Also if going for a critical hit build - champion of war is another 20% crit chance. ( works with a chaos dragon. ) Also ES like a strong font line - two melee champions work well!
For champions in ruler stacks- 1 for ascension skills are also very good generally!
if you recruit from Pantheon, can combo with ruler- A dragon heart champion and a dragon ruler for example! ( also Summoner and ES (+ ritualist astral bond.))