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What do you mean exactly about your question? I readed like a few times and still didn't understanded (not the title, the post itself).
Your original response was basically just saying that I need to use the spellbook, which doesn't make sense because I explained in the original post that I am using the spellbook, so why would you response be to basically say "use the spellbook 4head."
For the actual topic, Agression and haste looks a good combo for speed.
As far as I can tell even with perfect micro utilisation, his damage output is just on par with other good dps heroes.
I would expect with decent micro management, his damage should be outpacing other place and go heroes, with perfect micro management he should basically be the best tower. otherwise what is the point of the micro management to just be on par with middling towers you set and forget.
it is all for fast mana for better EXP generation. Especially in Multiplayer which splits your Hero EXP between other heros. Allowing you to grow slightly faster and boost everyone else. by just a pinch or two.
Otherwise your trample should clear most stuff without much difficulty. ALSO FOR THE LOVE OF GOD!!! Combine skills with his ECHO Spell i think it is for 2 Spirits. It's the BEST DPS option in the game especially when combined with anything... Double trample... double aggressive spirits... Use it in combo with lots of things and things should die and stay dead.
Don't bother with the Mana Shield unless you are desperate and about to loose and give him Camo Detection rather than use his Vision Spell i think it is for it. his anti camo spell sucks and is a big waste because it only lasts a short while when Camo Rounds usually last longer than the spell. Always use villages with him if you can to save that precious mana for more nourishment and keep your echo readty to echo + any other offense you need asap to get through stuff. well... thats all i got sorry.
Not sure if any of it helps but i hope it does.
I do still have the main question mostly unanswered, is his damage, with all the micro management, worth the micro management, or is it just on par in dps with set and forget heroes.
but, here's my 2cent game take;
Spear is anti-horde due to high pierce+bounce, a solid all round choice
Repel is good for stalling out ceramics/moabs (not any moabs, the MOABs)
Norishment is good early but falls off after lv 6+ until lv 20 where you can generate cash with it.
Echo when paired with other spells is the bread and butter of your entire kit, make use of this just before a big play
Haste is useful if you're on a map with multiple entry/exits and you need your spirit to be physically wooshing around quickly.
Trample is similar to sauda's sword charge, great ceramic clean-up since it goes from exit to entrance, use with echo to send one from the entrance as well.
Soul barrier is putting on your thinking cap and claiming you need 200 iq to play corvus, if you can do quick maths, you can purposefully leak bloons and not get punished for it with this very spell.
Frostbound much like repel is anti-ceramic/Moab specific, a combo pairing with Repel for big stall strats.
Vision is useful when you dont have camo vision and you need camo vision, memorize the rounds camo shows up on and you can save some extra cash to put for good use later.
Agression is to be used with specific spells that have a certain property to them, like Spear, Ember, or Storm as examples.
Ember is good, make use when you're about to have a hard round coming up, they deal constant damage PER FLAME, and works with other spells excellently.
Maevolence is in a weird spot considering its strongpoint is anti-ceramic, useful in later rounds when there are large groups of them and you dealt with all the MOABs. remember the spirit is bound to you when this is active and is not affected by most other spells.
Ancestral might is what pat fusty wish he had for his powerful MOAB hugging abilities, combine this with echo just as a massive group or a ZOMG is en route and watch them get smashed to bits.
Storm is your generalized anti-moab because the strongpoint is much like a 4-x-x monkey ace, get em right nestled in a large group and watch em go.
Recovery used to be a essential spell to use with Norushment but since then has had that right stripped and prohibited, now, it's useful if you need a hot moment to refresh your cooldowns and you have a breather.
Overload keeps getting nerfed, even in this very patch it got nerfed again lmao, it's a fine spell to drop a fat 5000+ explosion when combined with echo.
tl;dr
anti-horde general: Spear + storm + repel
anti-moab horde: Echo -> Ember -> Storm + Aggression + Spear
anti-ceramic: Echo -> frostbound -> ember -> repel -> haste -> Spear -> Malevolence (when applicable) OR Trample
Anti-ZOMG/BAD/bfb clumps: Echo -> ancestral might -> (wait for ancestral to wear off) -> Spear + Storm + Aggression
Late game wombo combo (you need more than cap souls to do this): Echo -> Overload -> Storm + Spear + Aggression -> Ember -> Repel -> Frostbound
Some Weak Rounds include Round 28 and 30 without Ember Ready and even with Ember it will usually only last you 1 round meaning you will be weak either on 28 or 30 since ember may be on cooldown. those 2 rounds are the Lead Bloons rounds.
60 for the BFB which you will need plenty of Spell Use or just Ancestral Might if you get it ready and an Echo if things get bad and backup just in case.
63 without abilities and mana ready to go can overwhelm you and there is multiple swarms so expect this round to get through him without plenty of mana AND spells of different sorts to hold the bloons back.
Round 76 if you don't have trample ready to be use and round 78 comes with 2X swarms which are weaker than 76 but needs skills ready and especially camo detecton ready for the second swarm.
Use him with Caution when doing Alternative Bloon Rounds as the early Lead Bloon and Camo + Leads are a nightmare for him to deal with, usually needing some Mana Stored away almost at all times due to the mix of some extra camo later on as well, other drag and drop heros kinda suck with this one too except sauda and maybe psi and admiral brickel.
There are some combos, but it usually boils down to using the spells that specialize in the defenses your towers currently lack or need similar to Rosalia. Corvus and Rosalia are actually pretty similar to eachother; Rosalia really just lacks Corvus's BFB cleanup, BAD layer skip, and slowdown with Frostbound or Repel. Her lack of slowdown doesn't matter too much because Rosalia already specializes in MOABs or lower with her grenades, but she needs at least a MIB and an alchemist to make her grenades work unlike Corvus, who is cooldown based.
Frostbound + Ember: This makes Ember much stronger.
Trample + Haste: This will get your spirit back faster once its passed through all the necessary Ceramics (or lower).
Ancestral Might (or Malevolence) + Overload: This gives you a lot of control by making Overload explode on Corvus instead of where the Spirit is currently at. This is not affected by Echo.
Echo + Overload: If Corvus is not level 20 he cannot one shot fortified BFB's unless you do this or use Shattering Shells (obviously). You will be fine without this for round 94 and 96, but not 98. This is also used to layer skip the BAD (regardless of level), and you'll be left with damaged ZOMGs.