![]() Green Dragons are great because they restore the mage's mana (this is huge!), the shaman put down decoy totems, inquisitors heal, cyclops just generally sit around and pretend they are a target worth attacking, and the cannoneers are my main damage dealers, I got an item that doubles their attack (the Telescopic Sight) and it almost makes me feel like I'm playing as a warrior whenever they attack! One key thing about this party is that they're all level 3 and up, so fear is an extremely potent CC against level 1 and 2 creatures.Īs far as items go, anything that increases mana or intellect is worth looking at, though attack and defense is fine too, you'll need at least some defense to survive. I lucked out and found some Evil Beholders early on which also complement the mage pretty well due to forcing certain units to essentially skip a turn.Īs far as late game goes, My current team consists of Green Dragons (only melee unit I've used the entire game!), Inquisitors, Cyclops, Cannoneers, and Orc Shaman. Take advantage of the perk that lowers leadership requirements of casters and use Archmages and Inquisitors early on, Bowmen were also great due to their Slow arrow. I'm currently running through the game as a mage for the first time and I've been pretty much sitting back and chilling with a ranged army, and letting my spells do the work. ![]()
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