For someone who claims to always start out with General's Rally that is quite surprising. LOL. A little slower at start, same mid-game result, but doesnt sacrifice a research slot. And you complete a research 80s faster. Anyways it depends on strategy. With a 3 bannerman start it means the Hero has to handle a lot of things from the beginning, and that's when i make wall units first. Even then, i can start with a captain too depending on how the enemies send their troops in.
well actually you're building your economy. i'm not. i do 2 bannerman, then 200cp gets me instant troops pretty quick. it's just a timing push. 2 bannerman + 200cp fairly quickly means i can beat most missions after the 200 comes in, or quickly after it. there's also timing pushes with NO bannerman. basically dps wall with catas and hero, then beat down the boss totem thingie. but if you're on defense then the game goes ezmode after initial defense of 2 banner + 200cp. by that point my captains usually have a fair amount of stacks, and i can pump out a few support thingies while captains rack up a few more, then finish off with a bunch of elves (elves too early reduces captain kills so i wait on them). this will probably all change with future patches but works well for now!
LOL... Why doesnt anyone understand there are different working strategies in this game and they keep pushing their own to be superior? Insisting there is no point in a certain strategy seems immature dont you think?
i didn't say yours was bad. although arguably there's not enough MATH benefit of 3 bannerman (takes 3+minutes or whatever to pay for the third, and probably a ways after that before you're ahead, all at the cost of earlier troops), but that doesn't mean there's anything wrong with the stylistic choice. if you can defend without troops at first, then by all means! i think if you can roll with 3 bannerman you probably have a pretty capable hero and there's just a lot more options available to you than most players, so you can make a lot work really. honestly the 2-bannerman thing is benefited most by captains... if you want to build captain dps stacks you need them out fairly quickly, but if you're not doing the captain thing then it opens up a TON of other options. i'll likely be changing it up out of sheer boredom shortly. it was fun at first watching everything hit for 300+. captains are clearly the most powerful for defense, and i imagine they will be for survival as well, but for defense you don't NEED them, so why not mix it up? edit: i was saying your approach builds economy (macro) early, which is perfectly viable if you can survive until it starts to pay off. it's just not my preference, at least with the current meta. who knows what the next few patches will bring tho?
What stats should I look for end game so my elf isn't so squishy? ARM, Health ?? I read that someone said +Health is pretty pointless end game.
The opposite. Elves have a lot of built in block already in the form of WS, which stack diminishingly with ARM. I think he's comparing 3 bannerman to 2 bannerman + captain.
I'm convinced that there is something wrong with the legendary weapons. I've gone through about 30 of them and was not impressed. Some of them were on par with Rare or Uncommon stats, I've kept maybe 5 just for the sake of it but I don't even use them. So I just continue to use my epic scythe (8 dmg, 45 ap, 25 crit, 10 sta, with fast attack speed). I have another scythe with stats 9 dmg, 15 ap, 25 crit, 4 sta, normal attack speed. Even though it is super conservative on stamina I don't use it anymore since my stamina and mobility can handle my current scythe with very little down time. I've got some 20+ stamina weapons but in my opinion 20 stamina weapons require more downtime than it is worth. At least according to my play style. I suppose other play styles can accommodate that.
Do you have mobility items? Those increase your stamina regen. I have no issues wielding 2 20 STA items on my elf.
Hmmm. Well it depends on your style. I try to keep my health stat around the 200 mark. Personally I don't prioritize armor anymore. I have instead gone for aquiring 40 additional mele damage, critical, health, mobility, and vampirism. I compensate my low health and armor with 20% vampirism chance, 5 hp/s regen and Bark Armor from Druid skills, while investing the rest of my SP in Grandmaster. The Bark Armor is cool because with the addition of your WS and other skill abilities you can stand there and deflect a majority of blows. Some enemy units cannot penetrate it. On top of that it shields nearby allies, including bannermen and wall units. Your best ability however is Heightened Senses. You can see the enemy blow long before it reaches you.
I don't have the game loaded but what is it, 112gold for the third bannerman? He provides 1g/s, so it takes 112s before he pays for himself. That means your economy is behind for the first 112s and ahead after that. My stance is that the economy isn't that important. You're managing multiple resources, not just gold. Wall damage, protecting the bannermen, inability to dps effectively everywhere in the field, etc. biggest resource to me that you delay is captain dmg stacking. I'd rather develop that resource earlier than a slightly bigger economy. Units don't really die so I don't need the extra income. Basically the flexibility of not getting the third bannerman means you can do a lot more early and not have a potentially lethal force breathing down your neck, at least IMO. I don't see the point in delaying your economy by ~2mins in a 2-5min game.
Sure do. I'm running with 41% mobility now, equaling to 35/s regen. I have items that can bring my mobility up to 98% but it is not worth it to me considering the other stats I would sacrifice to aquire that...and it will only add maybe an additional 3/s regen. But your scythe wouldn't suit my play style. I have somewhere around 165 stamina. With a 20 stamina scythe that is 8 hits excluding run, and any hit after that suffers 50% penalty, unless I pause or walk to recharge. Just yesterday I was playing around with a 20+ sta weapon and found myself gasping for stamina. From what I am observing there are many enemies that I can kill with one hit from my current scythe. If I switch to a higher stamina weapon, I'm just wasting stamina in those instances or in instances when my swing misses, or when my hit is deflected. If I had your weapon it would give me more Crit per swing but at the cost of less swings and lower AP. For every one of your swing my current weapon can swing twice with 25% Crit chance per hit and more AP ability. So with my play style I'm constantly running and hitting with little down time. I also only use one weapon since the stats acquired from a shield are of significant more value to me than a second weapon.
It's 115 CP, so it takes 115s. Not even close to the 180s you claimed before. Sometimes it makes sense to get 3 bannermen. It depends on the wave (what kind of enemies spawn first) and on your heroes ability to survive those first few seconds and defend the bennermen. Also, every second after those 115 seconds means 1 extra command point.
Well not talking specifically that weapon, if you want AP, you can go that route also. I think there are 10/40/40 scythes with 20 STA. At 99 you should have around 230 or so stamina, depending on how many points you invest in ranger skills. I've also got the 50% chance for dash to cost 0 stamina skill, which mitigates movement penalty. I mentioned a few posts back that STA regen seems to be capped at 50%. What shield did you get? I haven't found anything worthwhile. If you don't prioritize ARM, nor do you prioritize HP, it doesn't seem like a shield does you any good.
He should've stuck with my captain > bannerman argument, would've been a lot stronger. 115 seconds defeats a big part of his argument, which is "timing push". Your timing is after the general rally anyway, so another 30 seconds on top of that to break even is a no brainer. If you plan to win before the 115s, THEN there's an argument. Captain over bannerman is a much stronger case for early units, since it effectively turns the 115s into 240s or something, assuming it never dies.
That's what I was referring to about managing multiple resources. Part of a timing push is having units worth a damn. i don't lose units in the current meta. So developing a captain or two (works in like 80-90% of scenarios) means that in 100s when the 200cp comes in, my push will be all the stronger. I won't have hurt walls, dead bannermen, artillery punishing me, etc. but most importantly, I'll have a captain pumped up which will make all subsequent units FAR more valuable. But even if you skip captain, I don't think 3 bannerman is worth it. It's 115s until he pays for himself. But it's closer to three minutes before he produces enough gold to BUY anything. That third bannerman, assuming you can keep him alive, still only produces 1g/s, so while you're ahead at the 115s mark (more like 130s since it takes 10-15s to purchase the third bannerman), you STILL have to wait for him to produce worthwhile gold. So at 160s, you're up 30 gold. 180s is +50 gold. 230s is +100g. I personally don't think it's worth delaying the game that much for a bonus knight at around the 4minute mark. Until you get there you're not reaping the benefits you're just breaking even That's 4 minutes before that third bannerman both pays for his replacement and buys you another bonus unit equal to his worth. For me, that's an easy call: pass.
Basically a third bannerman nets you nothing EXTRA until 3-4 minutes, like I said initially. Hey FM, quick request: can we get a palette change on legendary item icons? The blue border looks a LOT like green on an iPhone, and it'd be nice to have a clearer line drawn between epic and legendary when glancing at items. Maybe slightly thicker lines around the icons? Dunno, just know it's hard to tell what's what on a small screen. /firstworldproblems
Im having so much trouble doing Scarwood Keep because the amount of units keep crashing my game. And my guy keeps dying from the constant onslaught of runners and lag.
The dashing skill is cool. I was previously inclined to invest in that but I've been having dash problems....not sure why. If my dashing issue resolves I might be inclined to invest in that skill later in game. My shield is 20 arm, +2.9s block and 20% vampirism. I'm mainly using it for the vampirism which enables me to remain on the field the entire time.