Age of Wonders III

Age of Wonders III

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Is it just me or does the archdruid do everything the sorceror does but better?
Is it just me or does the archdruid do everything the sorceror does but better?
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Showing 1-15 of 15 comments
Kyun Jan 30, 2015 @ 6:50am 
The archdruid has summons, has some damage spells, has many buffs and debuffs and a super awesome city growth spell.
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.
Malaficus Shaikan Jan 30, 2015 @ 6:56am 
Originally posted by wie Ebenholz:
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.
For me the reverse is true.
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.
Kyun Jan 30, 2015 @ 7:01am 
imo sorcs are also great in early. many other classes can't summon most of their army, they need to produce it. this wastes time in which a city could build other stuff or grow really fast. with the sorc who can summon very strong early units (phantom warrior) you don't need to build any units in the beginning. summoning units gives you either a building advantage, or a gold and growth advantage, the gold advantage can be used to buy the whole maps worht of neutral cities and the growth bonus will give you more of everything in a few turns.
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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.
Last edited by Kyun; Jan 30, 2015 @ 7:01am
MattStriker Jan 30, 2015 @ 7:13am 
It's not just the Phantom Warrior. Wisps are incredibly good value for their mana cost. They make great suicide units to support your stacks with (less damaging than spy drones but also less harmful to your own side) and a lucky roll can even take out a T4. The real weakness of the sorcerer is in the mid-game, that phase between counters for your low-level tricks showing up and before your high-level I-Win-Buttons coming in...which is unfortunately where many multiplayer games are decided.
Morphic Jan 30, 2015 @ 8:51am 
I'unno but, personally I find the Archdruid is simply better than a Sorcerer. They both pretty much focus on the same things.

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...
Last edited by Morphic; Jan 30, 2015 @ 8:52am
Malaficus Shaikan Jan 30, 2015 @ 9:27am 
Originally posted by Setzway:
I'unno but, personally I find the Archdruid is simply better than a Sorcerer. They both pretty much focus on the same things.

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...
My thoughts exactly.
Bob Jan 31, 2015 @ 6:43am 
One of the main differences is that Sorc gets that Empire upgrade that boosts the mana income massively, not sure on the name. Once you get that upgrade Sorcerer can spam spells much more freely than Archdruid. Archdruid is usually starved for mana, in between paying for upkeep for summons, growing trees (either by Terraforming or by casting Wild Growth), and summoning druids have a lot of mana expenses and need a lot of shrines to support that mana economy. Sorcerers also build lots of shrines and temples but they get somewhat more utility out of it with stunning phasing supports.

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.
Gloweye Jan 31, 2015 @ 6:54am 
Sorc got much more reliable summons. Wisps are a nice aid for clearing and good scouts in 1, and Phatasm Warriors are phantastic for all your clearing needs. Also, you can put 4 stunning supports in a stack with 2 random units(watchers? they got double spawn chance..) and it'll be super strong, AD has Hunters for both clearing and scouting, but they're really bad when clearing against A) cavalry or B) anything they don't outnumber.

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.
Morphic Jan 31, 2015 @ 9:00am 
Originally posted by Bob:
One of the main differences is that Sorc gets that Empire upgrade that boosts the mana income massively, not sure on the name. Once you get that upgrade Sorcerer can spam spells much more freely than Archdruid.

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.

Originally posted by jaccovandorp:
Sorc got much more reliable summons. Wisps are a nice aid for clearing and good scouts in 1, and Phatasm Warriors are phantastic for all your clearing needs. Also, you can put 4 stunning supports in a stack with 2 random units(watchers? they got double spawn chance..) and it'll be super strong, AD has Hunters for both clearing and scouting, but they're really bad when clearing against A) cavalry or B) anything they don't outnumber.

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.

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.
MattStriker Jan 31, 2015 @ 9:21am 
Originally posted by Setzway:

Wisps are basically only good as Scouts since they can't explode like Drones.

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.
Morphic Jan 31, 2015 @ 11:21am 
Originally posted by MattStriker:
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.
AnemoneMeer Jan 31, 2015 @ 12:58pm 
Alot of Sorc's early summons have phys resist. Eldritch horrors have mind control as well as AoE. Phys is the most common element, and shock resist is not available on any races. Archdruid has a better package for city growth, but sorcs have better units by quite the margin. Sorcs also have amazing combat spells on the low end of the spectrum. Star Blades and the +80% phys protection spell are both amazing. Any unit with tireless and the phys protection is an instant T4 killer. And immunity to phys is definately possible.

And being able to make units invincible against the most common element in the game is an incredibly scary prospect.
Kozzie Jan 31, 2015 @ 4:55pm 
Sorc is currently and was since release - the most powerfull class in the hands of an experienced player. The sorc has bonus to research and mana income from empire upgrades, what makes it easier to research and maintain a summon army in addition to the gold driven army.
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
MattStriker Jan 31, 2015 @ 6:14pm 
Originally posted by Setzway:
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.

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.
Jimib4158 Jan 31, 2015 @ 9:00pm 
wouldnt say better. But in mult player they seem the best answer to play that instaed of a mage. If you like the similar abilities. A Arch druid build versus a Sorcerrer build is a good multi match-up

Most take the sorcerer tho cuz of early flying scouts
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Date Posted: Jan 30, 2015 @ 6:11am
Posts: 15