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so if you start a combat and you (i assume) have most initiative, you spend that first turn as soon as the unit is moved, its different for buffs though, Guardian angel for example, last 1 full round, and it disappears as soon as the second turn starts.. i don't really see how this skill is hard for you to use... its so simple really... you cast it, it lasts until the end of the round (turn) and is not dispelled by attacks, or attacking.. if you cast it on the last unit in the turn (the last guy to take action) the guardian angel won't disappear when the turn ends officially, it disappears when the turn of affected unit has been 1 full round, basically that means you can cast it at the end of a round, and still have it in "round 2" until its the affected units turn, when the unit has acted the guardian angel wears off.. unless you "wait" of course.
... you are best off just casting it as one of your first spells, that way it lasts alot longer... the AI usually have 1 unit in every faction that it really "hates".. like the Infernal hounds, Kappas, manticores etc and in empire's case: Griffin.. now the griffin can avoid hits by air diving yeah, but when it comes back down it's gonna be the AI's primary target... so use guardian angel when it LANDS, not before it takes off.. and vestal/sisters.. well.. if you use guardian angel on them i start to question your tactical skills.. you should always save it for a spearman or a cavalry knight unless your opponent is only range/spellcasters or in your case, griffin divers.. unless you know the target of the enemy AI griffins, you shouldn't use guardian angel before its neseccary... you say they are going for your vestal? right, so cast guadian angel on her in the first turn as soon as the griffins enter the air, later that turn they will both strike the protected vestal for NO damage... they effectively wasted their turn and their spell and you are now at an advantadge... they can't enter the air for another 2 turns, so your vestal should now be safe from harm.. the guardian angel is now gone, but the griffins can't attack you since they can't move that far in 1 turn, so your vestal remains safe... this is where you want to move your infantry in for the attack.. also, if you use the skill "battle tactics" you should always put your praetorian next to your vestal and archer so he can absorb damage for them...
dunno if this made sense or got you a solution to your problem.. but really.. of all spells guardian angel is not even close to being complicated...
BUT if you wait to cast it when its the spearmens turn on the spearmen it will last though his attack, and through the enemys 2 turns into the turn(round2) up until the spearmen moves and attacks again.
So to recap, it will last until the the unit gets its next turn. So always cast it on the unit you want it on WHEN its that units turn, or after that unit has had its turn. but never before otherwise you waste it.
A gigantic wall of text explanation by Jaggsaw, followed by "its not even that close to being complicated" just to explain what the game means by "1 turn". Unbelievable
I had the exact same question and found this post. Your explanation was right on the money XelNigma. I don't know what Jaggsaws is on about here.
The game does indeed need to work on its tooltips. The game's definition of what constitutes a "turn" is extremely obtuse and interpreted in a very silly way. Not intuitive or simple to understand at first glance at all.
Thanks for clearing it up.