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Very durable cavalry and shielded unit, which means lot of possible enhancements to benefit from.
This makes them go from a slow, defensive and low damage unit, to a very fast, defensive and decent damage one.
And with an enchantment focus(Runesmiths) you can buff them up quite a bit,. Unlike most cavalry, they excel in brawls(they do not rely on charges) and even have additional retaliations.
I made them Wightborn at one point(gains life steal) and they became unkillable.
As for "very strong"(I dont think "OP" is the right word):
Phantasm Warrior: A Shield unit that can be summoned when and where they are needed, have 2 damage channels from the start, several condition immunities, benefits from all your racial transformations and is also a tier 1 unit(synergizes with Mighty Meek and similar tier 1 unit effects).
And in a different, but similar way, Skeletons: Cheap unit that uses a different resources to recruit than gold. This time it is a tier 1 Polearm unit, immune to some conditions and can benefit from all your racial transformations.
They count as their own type of unit (mythic) which hurts them in the late game.
I honestly don't think most of them are worth their upkeep cost.
I usually just build like one or two 'for fun' and not bother otherwise.
I think AOW3 was all about those high tier units. I'd summon a stack of horned Gods and clean up the map, but AOW4 is more about buffed units.
Interesting, I never noticed that calvary trait. I may try them again at some point, but they start from the same low attack base as cheaper units. I feel like they are just there to absorb damage.
the current options are:
Dread Spider mounts, nightmare mounts, Unicorn mounts, White Wolf mounts, Dire Bear mounts (empire and ashes dlc)
picking these mount options changes the mounts of all units to that specific mount. it also changes some units into cavalry units. units that become cavalry:
Reaver: Overseer
Industrious: Bastion, Arbalest
high: Awakener, Dawn Defender
Dark: Persuer
Mystic: Spellshield
Barbarian: Fury, Warior
Feudal: Defender
Shadow: White Witch
Nature: Glade Runner
the evoker may not be much of an upgrade on its normal attack, dealing 10 lighting dmg (1 more total than the arcanist) but it does have a special ability "electrifying arc", this deals dmg to the target and 2 other targets in range. it also has a chance to electrify them.
so the evoker does have the potential to do more dmg than the arcanist, you just have to use its special ability.
I play games with huge maps 7 A.I.s as teams vs me and i want a reasion to pay up for a T5 unit and not another hero or more T4 units.
For this not only the enchantment limits to T5 units needs to be lifted, but also they need their raw stats increased.
And no its not boring, if T5s are gated behind Tier 5 Tomes and therefore removed from Tome 4 + made more models for T5 for diversity.
I still looking for ways to get that T5 Karagh.
The Reaper could get a new model or at least head, it looks like a common shade, not like the incarnation of Death, Corrupt Soul looks so much better.
Usually the artist did a good job here, but here they dropped the ball.
I bet, a good model can make it more likely to build something expensive, too.
its worth noting that it is called "draconic rage", not beserk.
draconic rage gives units under 60% health 30% extra dmg
beserk ignores casualties when calculating dmg (and makes them uncontrollable)
a few do work this way, but yeah more of them should. Reapers give Undead (except other Reapers) +10% damage and +2 Resistance. Horned Gods make Plant and Animal units immune to losing morale (for any reason). And Shrines of Smiting are more powerful based on how many Faithful units are in the battle.
But it looks like just those three. Well, when the game came out that was a solid half of them. But then Ironclads, Severing Golems, and Dragons got added. The first two at least serve specialized roles.
The ironclads bug me because from the onset, players were suspicious that the Mythic role was just a way to nerf units and limit their power, and the Ironclad is so clearly a ranged unit that they 'nerfed' by making it a Mythic unit, which pretty much validates that suspicion. It has no mythic characteristics. It is not a complex multi-role unit like most other mythics are, it's just a big gun. The Ironclad shouldn't even count as a mythic unit.
Ironclad rant aside, yes, I wish all the Mythics were like Planetfall's T4s. Even the ones that have army-affecting bonuses seem to deliberately lean on being less significant, and I feel that's a mistake.
Like - Mythic unit is, well, MYTHIC - it's somewhat wonderous - it should make something for the army it's in.
It would also make infestations/wonders with T5 in it more difficult and it's good.
AoW4 could've done with the "Core" unit type from Planetfall as well as the district system it brought along as well. A key factional unit that defines the rest of the units that support it. I wish the cultures acted like this as well, but AoW4 is almost religiously about customization that the cultures don't get those kind of clear cut identities.