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Een vertaalprobleem melden
Thast nice, but does not even matter. What matters are his rituals, his 99 range abilities, additional meatshield units no one else has and huge mana cost discounts at lvl4 for free. You can buff his magic origin status and take phase + tentacled espapist, but i only use him to support his army or as solo caster in the endgame with astral travel as he even can get the sorceror ascencion trait.
It's also really good in combination with Mage phase line from going down the far right Lightning evocation tree. You can get really spammy with the teleportation. :p :P
Another nice thing for Sovereigns is crafting things like Cascade onto your Orbs. That way even as a Ritualist you can do some hefty AoE damage (considering it's a support build) with Mystic Summoner Faction + Magical Origin enchants/spells.
I do really like my Champions though for the upkeep discount, extra turns and better replenishing/health nodes. The innate 20% more experience is fairy effective as your Champion fighting in the same battles as non Champion Godir, will outpace their counterparts by 2 levels more or less. Very important early game in getting your hero skill synergy going.
Loving my Nature Dragon. With the new rework it's the first hero I recruit for all my Nature builds gleefully dishing out 400 Influence lol.
WKs as mentioned have their place for spell casting reserves, infusion of spells and infusion from spell casting. I haven't really tried a WK since patch (I have my eyes on one leader I need to rework). I also haven't tested how well they work as your secondary Godir Hero, and/or how their mechanics/skills effect your Faction casting points or spell casting (if at all). They could be a good Godir Hero for that reason like a "Court Wizard" if they do have an impact.
Just recently a few days ago, i played a WK and got a pantheon Eldritch Sovereign as secondary Godir Hero - and again, he completly pwned everything on his own, I just sended this guy to some node guards and free cities that i was at war with, and later against rulers, first he fought with his instant combat summons he always drag around with him and later he gathered a nice army with rituals and some necromancy.
I really do think this ruler type is far ahead to the others. Those broken breath attacks of high level Dragon Rulers are too gimmickly for me.
I would rather say Dragon Rulers are the bet looking ruler, so they win this contest and WK/Champion are again a bit paleing in comparission, because their affinity skills don't do much for them as for Dragons and ES.
My Champion Ruler from yesterday when i played with a draft build + legendary rank T1 spam, looked nice in his dark armor, tho.
https://steamcommunity.com/sharedfiles/filedetails/?id=3365787214
Btw, i do not quite understand why the Champion lost his draft in his Throne City after the Ruler/Class rework?
You basicly should not play for min/max in AoW4, but the high performance from start to finish is very noticable when it comes to ES, before and after the recent update.
I'm finding being able to pick a Godit of your choice early is really allowing for some good testing and comparisons between the different types of leaders.
I still haven't gotten far enough with my ES to truly test them, sinc eI keep getting distracted by about turn 10 testing and making other characters lol. I'm at the point where the build is pretty much feature complete I just have to sit down and play (not today though lol).
One of the things I do not like about the hero changes was that my niche ES Astal/Order Mystic Summoner leader lost access to Faithful without mending touch skill etc. to take. The only other source now being the Crusader Ambition which I'm not too sold on (have to kill undead which may not exist on a map, then you get party wide faith/zeal and here's hoping it applies to leader). It's those little things lost heh. :p
Still ES power scaling is a lot better now not having to worry about taking Eldritch Influence in addition to some other stepping stone skills. It feels a lot better with the new Ritualist and Mage classes and it was already really good.
I think Champion lost their draft boost for the same reason why other's lost their economy boosts (standardization via Godir/Ascended Governor).
The reason for taking Champion is for Command and other army stuff, allowing for pseudo Ritualists, or to make more impactful, skill efficient Ritualist support builds. If someone isn't using any of that then they should be using another Leader type. :D
As for Champion/WK Signatures, you can do things like taking +10s to Army max health with Nature Signatures with a Nature Tome Champ/WK. Better yet do that up until/before level 16 Paragon level and then take Paragon of Order (qualifying for Order affinity req), to unlock army resurgence skill.
It's the way I have been going with my current Ritualist Nature/Order Champion. You're looking at +40-50 max army health just from your Leader and the ability to keep that extra pool full every turn. It's more like +80-100 HP counting Shepard Ambition + Gaia's chosen etc. You level up very fast and can have near unkillable armies by turn 10 of T1 trash like Entwined Thralls that usually die like flies. lol
The 20% extra experience for Champ leader is pretty useful like I said before, but the +100 relations for Champions is just "ok" for game start allowing more diplomatic opportunity (possibly). Near useless to say a Keepers of Knowledge build that's going to gain 100s of relations just for racing through research. Eldritch Sovereign of course still has that special Eldritch option to sway a hostile Free City to Neutral with thralls when first encountered, which is A LOT more useful. :p