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The archdruid lacks stun, and all the different damaga types the sorc gets.
The archdruid has many different summons which are kind of random, so you never really know what you gonna get, this is different from the sorc too which gives you security in what you get.
In the endgame the sorc is definately the better caster (age of magic) while the archdruid has more map control and is more mobile.
The sorc has it easier to conquer cities because of dread omen and chaos rift and because most of his summons are floating (in the endgame with the druid tier5000 spell active that makes all ur units floating this does not matter that much).
I personally like the druid better because i love nature and i think the druid dolmen looks awesome.
But when i play, i have an eaisier time playing as sorc than as druid.
I want to be good at sorceror but there just too weak in my mind.
Also the damage spells in this game are worthless without storm magic upgrade.
I agree sorcerors are awesome lategame but few games get that far.
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the druid can summon most of his army too, but the druids early summons are far less powerful than the phantom warrior.
Without going into detail, the Sorc isn't bad. It's just the Archdruid has utility and overall use than a Sorcerer. Arguably the Archdruid's Horned God is superior to the Sorc's Eldritch Horror. Not only that but from a Leader Stack perspective the Archdruid gets incredibly more useful army abilities and options over a Sorcerer.
At this point, the only reason I'm playing a Sorcerer is because my Leader looks cool. Once the next expansion rolls out I intend to change him from a Sorcerer to a Necromancer. Pretty much anything is better than a Sorcerer...
On the other hand Druid gets healing on the hero and better concealment options. Healing really helps in clearing to reduce losses and helps to get an early start. Druids are also better at ambushing, generally having less summoned units than sorcerers but more mobility. Hunters and Shaman are excellent ambushers, especially after Long Strider has been researched. Druids can usually decide when the battles take place, which is a huge advantage. It means you can divide and conquer, picking apart enemies when they're out of position and scattered.
End game, Age of Magic eats Wild Hunt for breakfast. Almost triple summon speed, or the choice to switch to spells like Chaos Rift/Static Electricity in battle, both of which >>>any AD spells. Great Beast Call generates some T1/T2 animals, Chaos Rift does up to T3, and hits for 40-60 damage in AoE. Static Electricity will allow stunning supports to rule the world.
Ehh, Magical Sites is great but... unless you are literally summoning every turn, you don't need a huge mana income. Perhaps it's simply how I play, but I almost never encounter mana problems unless I'm Blitzing or rolled a map with no nearby Mana Nodes.
Wisps are basically only good as Scouts since they can't explode like Drones. Phantom Warriors are great too but against anything with damage sources other than physical, they suck. Whereas Druid gets a Wild Animal instead of Wisps, which is arguably stronger, esepcially since it can evolve. Then instead of Phantom Warriors you get Eldritch Animal, that's 10 Cast Points cheaper and has units that deal multi-source damage.
As for AD's Hunters, of course they are horrid against Cavalry, all Archers are lol. Besides Hunters aren't the only unit, you've got Shamans too. IMO, these are better than Apprentices since Apprentices are only good once you've gotten the Empire Upgrades or need healers for your summoned army.
I won't even bother comparing End Game spells simply because; If you can research it and cast it, you should have already won without it.
Basically the only thing Sorcerer is good for is spamming summons and making his Support units capable of doing something other than buffing or healing. Now the summoning aspect would be great... if there weren't a plethora of ways to counter it, not to mention the Banish spell is researchable by any class at any time. Stunning chance on hit and Shock damage is great and all... except two Hero types get +40% Shock Protection for armies and +Resistence for armies. To top it off, needing a Strategic Spell to help with mana income means you are susceptible to a Disjunct that could ruin you until you recast it.
TLDR: I'm not saying the Sorcerer is bad. I'm just saying every other class is simply better. Archdruid especially so since it can do the same stuff(mostly) while still having more utility and options.
Wisps can be utterly lethal to any melee unit. Every attack made against the wisp is a potential stun. And nine times out of ten, a stunned unit is as good as dead.
So yeah, ranged units can pick them off, but against melee they make excellent suicide units.
Yeah but... who ever uses a melee to attack a Wisp? The only time a melee unit would attack a Wisp is in a counter attack, at which point the Wisp should be dead. Unless we are talking about tiny fights with 3 units or huge fights with 10+ units ... I'll still say Wisps are basically only good at scouting.
And being able to make units invincible against the most common element in the game is an incredibly scary prospect.
His summons are in general more reliable than archdruids , and have a lot of physical prtection. besides the sorceror can summon mounts for his heroes increasing their moblity by a great degree ,
The higher amount of casting points per research level allows him to summon faster and use more spells on battlefield, besides star blades is one of the most powerfull and overlooked by newcommers spell in the game , chain lightning is nothing to sneaze at either.
The sorceror has the ability to make its supports a teleporting bunch of stunning nightmares to the enemy. Generally he uses alot of lightning damage which is the less resisted damage type across the game untis. Untill the endgame - sorc is unrivalled in movement potential and can summon one of the best (for me the best) t4 in game to any position near his army.
very late game the arch druid has the ability to give floating to all of his units - thats when it matches or even surpasses the sorc in movement ability but like AnemoneMeer said - sorc summoned units> archdruid summoned units
Archdruid on the other hand - has the ability to grow cities faster - and use animals like battering rams (savage rage spell) . the hunter is the brightest point in archdruid arsenal - its movement over wated often tips the balance of the game (but still - sorc can couter that with his floating stacks or human race units which have mariner)
Sorc also has a floating scout - the wisp - while the arch druid needs to rely on luck and do some research to be able to have a chance of summoning a flying scout - this leads to more pickups being taken by sorc in early game.
in a 1v1 match up i would bet my money on sorc over druid
Counterattacks are exactly what I'm talking about. The Wisp has 60% physical protection. That means against purely physical attacks it is very unlikely to die in the first, or even the second round of counterstrikes. It'll die quickly enough, especially if the enemy is also focus-firing with ranged units, but there's still a good chance of stunning its target, and a stun is basically a death sentence as long as there are any other decent units on the field.
Most take the sorcerer tho cuz of early flying scouts