![]() Nature is also really strong though, I'd replace Guardian if you want to go with that.Īs for general advice, glyph up those units! You get a cheap 9 mana spell that can remove the glyphs on any unit fairly early, so don't sit on them waiting for the perfect ones or be worried about wasting them. Originally posted by Syiss:The default of Earthmaster + Guardian is quite good in my opinion, gives you several good enchantment options for dealing different damage types depending on your starting area, and full heal spell that can be quite handy in a pinch (single unit though). and suddenly we are talking about a massive advantage. +4 damage on an archer is 12 damage per turn, which is pretty much a free attack. Even boring +10 hp runes, +2 damage runes add up really quickly. Your main objective should be adamantium and progressing the artificer page (lets you take off runes and add an extra rune slot to any unit including heroes/apprentices)Īlso, always keep on crafting. Pretty much every spell school has something great imo. Maybe i would not go death primary, but even death as secondary has death march which is insanely good. Honestly, when it comes to spell schools, imo you can't go wrong with most. Sky iron + A + A = owl, 10 research for each battle, you can stack it getting easily 100+ research per turn ![]() Sky iron + D D = 50% leech should carry you till you get there.Ĭopper + L + A = 3 movement glyph (for scouts)Ĭopper + D + A = root on attack (if you like archer strats, elves with an aoe version) That is your one and only goal to get asap. You 1 and main objective should be adamantium. ![]() As someone trying to make necro work and struggling with it on the hardest difficulty. ![]()
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