A five-man team of them can pretty much wreak havoc on enemy defenses pretty easily call lightning is a nice area effect with a reasonable cool-down and at later levels, they can entangle or even charm the occasional beast (though it is usually better to just kill the enemy. The ultimate, of course, is "The Horned God. In that vein you want to use "Summon Gargantuan Creature"quite a bit the Shock Serpents and Reed Serpents have great abilities, a phenomenal attack, and the "ferocious" aspect, making them difficult to counter by regular troops. This will keep a campaign going well into enemy territory as dead critters can be easily replaced if you can, press the enemy relentlessly especially if they lost a hero of their wizard. Here's what I've gleaned thus far:įirst, the druids lack for specialize 'built' units in favor of summoned units. They also have strong front liners (berserkers, lifestealing phalanx (one of the best)) that is bulky enough even with the -5hp penalty)Īny other suggestions welcome.Great idea for a thread. You can then incorporate different damage types and bulkier front lines from taverns or other races.ģ) Goblin warlord is able to summon goblin untouchables (cheap throwaway unit) at an negligible cost. Once your swarm darters hit critical mass with 2-3 armies they can kill everything. Alternatively, One point into fire allows you to summon fire hounds.Ģ) Try not to go for harder camps and avoid taking losses. To maximise this benefit.ġ) Try to combine summoning classes like archdruid and summoner to have a front liner while your ranged darters levels up. They have an overreliance on physical and blight damage but their units are really cheap. Goblin front line units are weak (lower hp) but the swam darters are exceptionally powerful (if they don't get one shot).
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