Age of Wonders III

Age of Wonders III

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Apheirox Mar 12, 2016 @ 8:24am
Strongest class/ability combo
What are some really strong class/ability comboes?

Personally, I think the single strongest combo in the game is Arch Druid/Expander/Grey Guard Adept/Grey Guard Master: Arch Druid mostly for the Fertile Domain spell which grants +200 growth in a city, an insanely strong economic ability. Expander is self explanatory, the boost to growth is simply more powerful than anything else. Grey Guard series both has powerful spells and also grants +50 growth and +5 gold per city.
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Showing 1-12 of 12 comments
Stardustfire Mar 12, 2016 @ 9:41am 
so where is the strong point in u combo? druids biggest unit is summoned, not produced, so the growth/gold income is not the main priority for that class. if growth is u main goal u can say u exact same combo is good with priest and even more rogue too, u only need to change the druid spell for the priest or even rogue one (moral).
another point is that u clash grey guard end unit with druid end unit, because both are summoned.

i use elf druid (rangers are just to broken strong with elf racial boni) with expander too (to counteract elf lower growth) , but i use life magic to get rid of corrupted soil what can bring elfs in really bad positions at settling.

so i dont want to max something with the schools, but use the schools more to counter weak points. i try to get my strong points even stronger over the class-race combo, not schools.

only thing where i mix a magic school with summoned end unit with a summoner class is undeath (human, undeath knights are beasts) where i use dark angels as end unit instead of the harbingers (more versatile and tanky)

There are so much good combinations u cant count them all, and for some combinations ppl will tell u they not good, only because they have another playstyle and they cant make use of what u consider as good.

i for myself are not a big fan of grey guard because the limitation in gaining good or bad points so u dont destroy u moral and boni.
Last edited by Stardustfire; Mar 12, 2016 @ 9:43am
DreadReapr Mar 12, 2016 @ 10:30pm 
-tigran warlord (pouncing beserkers and manticores mid-late game)
-halfling warlord (very happy eagle spam with high luck % mid-late game)
-draconian sorcerer (apprentices mass stun with fire bomb mid-game)
-highelf druid (Hornet God spam late game bcz of extra casting points from high elf governance)

-grey guard master:
gold/growth bonus
cardinal culling
shield of dispassion
Last edited by DreadReapr; Mar 12, 2016 @ 10:33pm
mypony89 Mar 13, 2016 @ 4:25am 
Originally posted by Stardustfire:
so where is the strong point in u combo? druids biggest unit is summoned, not produced, so the growth/gold income is not the main priority for that class. if growth is u main goal u can say u exact same combo is good with priest and even more rogue too, u only need to change the druid spell for the priest or even rogue one (moral).
another point is that u clash grey guard end unit with druid end unit, because both are summoned.

i use elf druid (rangers are just to broken strong with elf racial boni) with expander too (to counteract elf lower growth) , but i use life magic to get rid of corrupted soil what can bring elfs in really bad positions at settling.

so i dont want to max something with the schools, but use the schools more to counter weak points. i try to get my strong points even stronger over the class-race combo, not schools.

only thing where i mix a magic school with summoned end unit with a summoner class is undeath (human, undeath knights are beasts) where i use dark angels as end unit instead of the harbingers (more versatile and tanky)

There are so much good combinations u cant count them all, and for some combinations ppl will tell u they not good, only because they have another playstyle and they cant make use of what u consider as good.

i for myself are not a big fan of grey guard because the limitation in gaining good or bad points so u dont destroy u moral and boni.

This is coming from someone who hasn't played and arch druid but after a quick Google Search I'm still clueless about archdruid ranger. Are you talking about the hunter unit and if so what bonus' are you talking about?
harleyquinrazer Mar 13, 2016 @ 4:52am 
High Elven Hunters are armed with longbows (no penalty to damage at long range).
mypony89 Mar 13, 2016 @ 4:55am 
Are the hunters better than the high elf racial Archer unit? Don't remember it's name but I believe it uses a longbow as well.
harleyquinrazer Mar 13, 2016 @ 4:00pm 
Originally posted by mypony89:
Are the hunters better than the high elf racial Archer unit? Don't remember it's name but I believe it uses a longbow as well.

The hunter costs more, has less health and isn't armoured but in addition to shooting a longbow which is just about the only thing the longbowman can do hunters have a lot of mobility-related abilities, animal slayer and get the same benefits longbowmen get from the Arch-druid empire upgrades.

Does that make the High-Elf hunter better than the High-Elf longbowman? I'd say so but others might differ.
MrNo Mar 13, 2016 @ 5:03pm 
Originally posted by harleyquin84:
The hunter costs more, has less health and isn't armoured but in addition to shooting a longbow which is just about the only thing the longbowman can do hunters have a lot of mobility-related abilities, animal slayer and get the same benefits longbowmen get from the Arch-druid empire upgrades.

Minor Correction: Actually, they have the same health according to the Tome, which surprised me a lot. Seems like hunters would get a minor increase...

The big differences between them:
* Archers have armored, though have a lower defense value anyway, which basically means they're susceptible to armor piercing and nothing else good comes of it (their base armor is 6).
* Hunters get a bonus meele damage at veteran, replacing nothing I can see. That, and gold rank, are the only differences between their rank-ups
* Longbowmen get Projectile Resistance at gold (so harder to kill with ranged weapons... city walls)
* Hunters get Martial Arts at gold and are more mobile overall, plus animal slayer.

Personally, when I play arch-druid elves, I use longbowmen for city garrisons, due to the aforementioned cheapness, and projectile resistance at gold, and for nothing else. Hunters also have forest concealment, and since you're going to be spamming trees everywhere anyway, you can have permanently invisible stacks of them.
Last edited by MrNo; Mar 13, 2016 @ 5:06pm
mypony89 Mar 13, 2016 @ 5:32pm 
Thanks for the run down on them. Didn't know the differences.
Stardustfire Mar 14, 2016 @ 1:37pm 
Hunters get Razor Arrows too.
harleyquinrazer Mar 14, 2016 @ 3:36pm 
Originally posted by Stardustfire:
Hunters get Razor Arrows too.

So do the longbowmen after the Hunter's Finesse upgrade is researched.
MrNo Mar 14, 2016 @ 6:59pm 
Originally posted by harleyquin84:
Originally posted by Stardustfire:
Hunters get Razor Arrows too.

So do the longbowmen after the Hunter's Finesse upgrade is researched.
Yeah, that's more of the empire upgrade than the units. A fun empire upgrade, though I was never really convinced of the value of DoTs like that. Too low damage to matter most of the time, and they don't grant xp for kills. But that's for another time...
libērtaŞ Oct 30, 2021 @ 10:49am 
You want to cheese it? High Elf Archer spam, yes the Tier 1 unit...with Theocrat, and recruited from a location that has a focus chamber, add to that the racial governance perks : patron, prophet, deity.

I'm doing the Dragon's Throne scenario, just captured the central city with a tier IIs and tier IIIs armies, that spawned dragon armies in retaliation in places across my empire..............I had tier 1 armies of 6 high elf archers recruited from the same city in 3 forts, one of the forts got attacked by a TIER IV black dragon...and I kid you not, as it approached, 1 unit of archers fired from the walls and took a bit over 1/3 of the health down, the other unit a little over the other third, and the last unit barely had to fire all of its 3 volleys and the battle was over... their range and damage is crazy and the dragon even managed to hit them with a poison breath attack/blight which HE are weak to btw, and it barely did any damage with them on the walls.

When they shoot the longbow they do 14 damage and 2 lightning per volley and they have an arcane arrows ability that instead does 8 damage and 8 lightning(this is all with Veteran recruitment) which MELTS machine units as a different fort also got attacked by flame tanks and engineers of an independent's army.

This about it, cheap Tier I units at 4 coins upkeep that punch well above their tier weight, and you can spam them across your empire garrisoning stone forts at key chokepoint locations on the map, above and underground, entrances to the underground, and as reinforcement armies surrounding your higher tier armies protecting cities, just go nuts and make as many as possible. Now idk if the focus chamber is absolutely necessary since it only provides plus 2 damage and plus 1 lightning to archer units trained with one, but after 3 volleys that's 6 and 3.....idk. Idk but it's certainly good. Your choice I guess.

Oh and on my Leader's army, he has this helmet that reduces upkeep by 50%, a trait that reduces for his devout units by 50% again, and he has 5 Exalted units(the winged dudes), and in every battle I pop in Holy War, and before if it's a really strong enemy, I spam Mark of the Heretic that lasts for 5 turns on every enemy army I'm about to fight, and then there's the global active spell The Great Purge, all in all a bunch of buffs and debuffs to the enemy to bring down Holy Righteous Vengeance upon everyone that even looks at you funny. If this were Warhammer 40k the Emperor of Mankind would most DEFINITELY approve.
Last edited by libērtaŞ; Oct 30, 2021 @ 12:50pm
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Date Posted: Mar 12, 2016 @ 8:24am
Posts: 12