Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Read the skills :) For example Yria (elf healer) - healing,absorbing shield etc is powered by willpower. Intelligence will not do a trick here :)
Undergast - he has GREAT specific abilities. for example true dmg buff for 30 sec's or that aura that heals your units and dmg enemy units,
Isgrimm - I just use his elemental tree, I agree his specific skills might not be perfect. (mainly due to the fact, that it's melee and he's dwarf so he cannot wear human high ress armour)
Gor - elemental/black magic :D good combination. After the eye you gain lvl 3 zombies and draining arrow which are very very very good :)
for my main, I use combination of leadership,black magic and bunch skills in discipline with 1h sword + shield (later in game, there is an epic sword that taunts enemy you hit for 5sec's, which is great at boss fights).
By the way, zombies... at least lvl 2 are kind of slow, aren't they? How do you employ them correctly?
regarding stats - healer (like Yria) mainly willpower/constitution and a bit of int just to use a staff for auto attacks
tank (whoever it is) some str to use a shield/1h weapon then constitution to 10 :D
Basically it depends on difficulty, on Circle Mage high constitution is really a must.
But you also need willpower to have mana for skills. Also, for example auras in leadership require willpower. The more willpower the better effect :)
And when I play early RTS, i equip my all heroes with range weap so they don't die so fast, ofc on easy/normal it's not required, but on circle mage it's a must from what I seen :)
At least 1 interupt and 1 weaken is must have for good dmg in a party.On higher difficulties debuffs are better,there are many immunes and such.Lower difficulties are much more lenient on builds as usual and you can become dmg immune too and dmg immune enemies are very rare.
Dwarf is good for tank mid-late game has many+res stuff,but deals low dmg.Only good if you find his armor upgrades.He is built to tank.His ultimate is 20 second invicibility.....
Likely can reach 100% resist on normal and easy lategame if "armored".
Undergast tree is awesome he has one skill which both buffs+heals allys and debuffs+dmgs enemies.
I usually use him as THE healer.Clarity lvl 2 and up is always must have for 1 hero for almost infinite hero mana(OP).He has the most healing skills and can also debuff.He also has pure dmg buff for certain bosses.
.Ressurecting and healing is must have for 1 hero on CM each map.You can ressurect army above the 200 pop cap.
Uram with his lifesteal passive along with 15% lifesteal weapon and 50% lifesteal berserker armor can use aoe whirwind to almost insta full hp heal,he can still die on CM,still very tanky.Might be godlike on normal.
Yiria general archer and healer,she has many dialogues,seems more than others.
Entagling shot might be the best slowdown speed in game,can be combined with aoes like totems so enemy takes more dmg in the zone.Always get healeing/res first unless Tahar is the healer.
Black magic is always useful more so on higher difficulties,lvl 3 zombies even deal siege dmg,12 will stat devouer with hero auras has like 90 res on CM.Extremely tanky.
Debuffs are always useful,void arrow lvl 2 to interupt critical stuff like Golem self repair,wyvren breath,enemy summon spells.lvl 3 is small aoe.Also drains focus at 2,3 mine at high stats deals 22 focus dmg even to magic immune non living enemies.
Also good againts living very common in RTS.Seed of darkness is PURE dmg extremely useful againts tough bosses on CM.Kiss of nor on zombie to resummon stronger zombies or devouers or cast stronger spells.
If you go tank build you have more lifesteal and "tainted passive will help a lot.Only viable lategame as a tank.Tahar only due to his archfire specialisation midgame.
Summons don't seem to be affected by the -45 all res penalty on CM,so they are relatively more useful than on normal as tanks.
Elemental worth it just for the passive to make auras,zombies other spells more powerful.
My lategame GOR deals 1,8-1,9k magic dmg with his lvl 3 firespark with about 1 second cooldown no firemight........AOE is useful for general RTS,Gor's totemts are incredibly useful in RTS sections.His ultimate is also good.
Rohen is good for tank build with golem's heart can be combined with Angard+block chance aura,Rohen can reach about 75% blockchance and basically 100% crit chance.
In general Ianna high lvl hawkeye+good dex and 2h staff which stuns on crits can almost perma stun huge Golems like Boss collosus on CM.Her throw kfine has very strong bleed and aoe interrupt.She has many unique dialouge due to being a dreamweaver.
Andar:I mostly aura stacked him,with+focus rings he has a bug many times items placed on him are removed,so be careful,I lost many artifacts to him.
Leadership aruas and barter 3 is useful for all Tahar builds.Summons also benefit from auras.
I've been hearing a lot about Seed of Darkess, but is it useful on normal difficulty? The damage is kind of low, even if two of my characters deal 250 dmg each. Maybe it's useful for bosses with very high resistances, but I maybe haven't encountered any, so that my trusty Void Arrow wouldn't be of use.
Pure dmg is relative less useful as enemies already have lower res on lower difficulties.
Going from 95% res to 70% increase dmg taken (more than four times) value a lot,but on normal going from 60 to 35% by same debuff gives less+dmg %,so debuffs are less powerful in relative term on easier difficulties,but still very useful.On CM I debuff almost all the time,so they die much much faster.
Dwarf/tank builds are also much stronger due to +30 all res compared to CM and lower res and dmg/stat of most enemies,he can certanly get 9x% resistances or might be fully dmg immune by late game with buffs,difference between 6x and 9x % resistance is insane in effective hitpoints and healing effective hitpoints.
Void arrow is very useful all the way it can 1 hit kill most low tier warriors in RTS part,lowers focus and interupts critical moves some can 1 shot casters on CM.Lvl 3 is also 6 meter aoe.
Sadly void arrow shooting turret Tahar only "master" BM skill takes 1000 years to cast can't move last for like 2 minutes 12 or 13 will..
Seed of darkness also spreads,but it mostly revelant againts high tier high res enemies,usually RTS bosses,arch fire infused 6K KP enemies from midgame onward on CM.
Trash mobs/RTS low tier units usually die from 1-2 fireballs other aoe no need to combo even on CM.
Thank you very much for your very detailed responses. Last question, if I may :) Which AOE (damaging) spell would you recommend for RTS mode? Armageddon probably is the first one to mention, fireball / hail storm - kind of weak... what else?