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Later on you get stunning supports, and with that the Sorcerer can really ramp it up, stunning supports are just really really good. The ability to immobilise dangerous enemies from afar is very strong.
The Dreadnought class is easy to beat early to mid game, but it gets harder as the game progresses. Take advantage of that and plan to eliminate your opponent before he can swarm you with strong units with high resistance mid to late game.
The sorcerer class is average mid to late game. It's not bad, it's just average. Try to incorporate other units to make up for your lack of dealing good amount of physical damage.
Early game your Wisp and Phantasm will do the fight while your other units attack from afar. Later in the game, as you progress, your summons get stronger and you can place them next or into to your main army giving you the ability to obtain a Doom Squad faster than other clases. Simply overwhelm those problematic leaders like Dreadnoughts from the start.
With the exception of a rare random summon from an Archdruid, the Sorceror has an advantage to obtain the paragon and sage quest.
Also if you do auto combat, place your support units in stacks with faster units, like cavalry or flyers to guarantee the support units stay behind, otherwise if same speed all will march front.
Pairing elemental units with certain apprentices makes a great combo, for example Frostling Witch+Air Elemental but avoid Frost Elementals with Brew Brothers.
I like the combo of Sorceror + Air Mastery, forgoing Hellfire and Disintegrate. Air elementals take care of lots of stuff that give problems, like Juggernauts and Tigran Manticores. Horned Gods are a problem if don´t have Fire Damage dealing units, but in the end those encounters should be scarce (or sparce?) as the archdruid can´t outcast the sorceror.
The most obvious combo is Fire Master/ Draconian Sorceror, but Goblin Destruction Master/Water Adept is not bad.
when u find them the 2 buildings that make them better nothing can stop u with only this furry t2 units. each one that falls comes back after battle, and better stats are never wrong.
Fire Mastery and Scout?/Explorer? dam what was the English Name? (the T3 Sphinx counts as Irregular)
Frostling White Witches are also good support units that deal two damage types, and can add a powerful buff to your troops as well as stun enemies. Plus, combat-wise, you have the Royal Guards (to protect your supports) and Mammoth Riders (if you need to deal some physical damage.) Royal Guards + White Witches make for a cost effective and powerful combo, later on.
In general, I find that sorcerer late game relies quite a lot on racial units. You can only summon so many, after all. Therefore, it makes sense to pick a race whose units can stand on their own.
It's also worth to consider your specialisations carefully. You're going to cast a lot of spells, after all. One specialisation I'm fond of for sorcerers (though not so much Frostling ones) is Earth Mastery. All their summoned units as well as gold medal apprentices float. Earthquake hits all non-flying/floating units for heavy damage. Carnage is guaranteed. Plus, Earth Elementals are much tankier than Node Serpents, and more cost effective than Eldritch Horrors.
Alternately, Fire Mastery + Dwarves can be very good: Tough, fire immune tier 3 infantry and healing, fire-immune tier 2 support + hellfire. Add Fire Elementals as required. It's not often you see Dwarf sorcerers in fantasy, but it's surprisingly effective. Rather slow on the map, though.
Against the AI, you'll probably be able to get age of magic up without too much difficulty.That's when things get really fun: summon a stack of phantom warriors/elementals/Serpents per turn, move your capital and teleport entire armies across the map, or bury hostile cities/stacks in strategic spells like City Quake and Lightning Storm.
All in all, I don't have too many good tips for playing sorcerers, since I'm not that good with them, but I can assure you that late game with all that magic is a lot of fun.
and because normal range units get not one combo with the class skills they NOT so great as Sorc..
It really cuts both ways there. Some synergy, some redundency.
When Sorc on water heavy maps (you're doing good there, but Frostling is perhaps stronges due to swimming supports), look for Sanctuary of the Deep. It's a treasure site that lets you build Sirens, which are supports. They have a 20-damage breath attack and Dominate, and you'll give them projectile resistance, phase, and inflict stun on that breath attack. Shame they're water-bound.
Goblin destruction master is maybe my 2nd favorite sorc. with blight damage and volunteer forces to save gold.