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So you have less than a hundred max mana? That must suck, I wouldn't consider building a mage with less than 30 intelligence in WBC 3, mana capacity is shot without racials.
Since you got ritual you should probably tech up to get higher level spells, otherwise it's just wasted points unless you're running around with minus casting warrior gear.
And why stop at 5 poison? The most OP summoning spell in the game is on that tree.
I always have multiple roles on my troops scouting teams will try to grab resources by smashing a mine if I don't want to send out a converter. Without elemental/magic damage or bonuses against buildings it takes a lot longer to destroy any structure. If you dismiss a unit as only good at one thing then it is often useless for you.
Fey are possibly the hardest race to play and I am suprised you forgot to mention leprechauns with their magic damage. Pixies are great units however to create a production facility for them it takes over 1000 crystal to get. Fairy dragons have weak fire damage and sprites are also weak flying troops. The reason fey players grab a lot of spriggans is they do not require crystal like most of the other things in the team. Slyphs are good filler units but are yet another drain on crystal.
That is what they are called Pikemen by the game. The other unit is a Halbredier easy to get the 2 mixed up but don't discount a unit just because you can get more weak versions to do the same job. There are times when you want to pay extra for somehing more durable.
That is a viable character at that level poison 5 is used for poison touch a spell that gives poison effects to all melee troops. There are good reasons to go with non elves caster as it is not all about flinging spells you can fight in melee or do other things too. When that hero hits around level 30 they will start to have problems as all the hero does is run away as others fight and die for them. Assuming they are playing Ssrathi army yes the build is a bit of a joke as most of their troops already have poison. The summoning from poison isn't overpowered the Nagas are good but start at level 1 and everything else is just a swarm unit.
Mainly just daemons and other pyromancers.
And a pyromancer with 30 intellect and mana regen/magic discount items is going to have mana to spare.
Before summons vanished, a pyro could start the match summoning fire elementals and use them with starter units (who can also be soul flamed and cauterized) to defend the base. It was a great zerg counter, they could send clumps of three or four to go around breaking mines while others defend so they could tech up really fast and if they could just withstand my zerg waves they could boom out on me.
I actually had to worry about them and plan my own teching and units around them, they were about the only thing that ever made me feel like I NEEDED catapults to win, before Summons got gimped so hard.
With summons gimped I didn't have to worry about mages much at all, it made PvP no fun. If they summoned they always just did cheap rush tactics and that's where they climaxed so when that failed because my generals and hero were OP they weren't much of a threat. Attack mages could hurt me and occassionally kill generals but they usually couldn't kill me and usually wouldn't survive the encounter they wounded me in, and I'd either regen (if not diseased) or drink a potion or have a general heal me. About the only mages I ever had to serously worry about were necromancers spamming skeleton waves then teching them up while they flooded into my base, and that was mainly just because I tend to rely on piercing damage a lot.
That and call of Antharg. And I'm not just saying that because of arachnaphobia, even though those little blue spiders give me the chills!
Not after they nerfed summons.
Attack spells lost a lot of their potency when they added cooldown timers to stop burst magic and nerfed mana pools IMO.
A swarm of pixies can really wreck some stuff up, they were seriously underestimated. Attack spells may be able to nuke a swarm of fodder but you can eat away a mages mana with that, throwing waves and waves of slimes or pixies of dwarven axemen or just whatever cheap fodder units you have until the enemy hero is defenseless and the enemy base is in ruins and all the mines are broken.
Most of my warriors could just take the hits, pop a potion, and keep charging. In WBC2 it was scary because the only limit was their mana pool but in WBC3 it's a lot easier to just tank a mage. They'd have to do insane damage and make really good use of their units to survive a bull rush.
Having 1000 health means that they had sunk most of their level up points in that area annoying but you could potentially be dealing 500 or more damage from an ice storm spell and have high armor value on your own character. Computer heroes have a higher level than yours most of the time but lack any useful equipment.
There's even an item set in WBC 3 that provides magic immunity I believe.