yep, the bright wizard could be a nice replacement for the waywatcher. he fires ranged attacks that can't be missed. 14-15 dps for 4 mps. btw one thing that bugs me is that my Marius the Grumpy is holding two staffs! they both add to his burning damage but the legendary staff is a single hand weapon! so he has no melee attact could be a bug. i once equipped my grey wizard with a robe, a cape, a helmet and a cap. they just won't replace each other. it was not because of full inventory i swear. but then after a few more dungeons the problem just disappeared.
the last thing you want is to get the whole team webbed. it doesn't matter then whatever spells or equipment you have. now when i got ambushed by the spiders i would definitely gonna kill them all even that mean depleting the mana reserves of the grey wizard
not getting much out of the ogre. you see has 21-23 damage with critical chance. it's about the same as the hammer of sigmar 14-16 with critical chance and ignores armor. yet he has just one swing. his head crush ability is really powerful, could do 150+ damage without any buff. but that's still just one hit. the area attack, which can't be missed, still can be reflected / blocked / armored. i guess we all agree that the role of the irongut on the team is the tank, but why need the tank when the marauder + night blade combo could always clear a room in one turn? the unique value of the irongut, in my opinion, is immunity to poison, which means, you can let him die! in extreme situations he could indeed shield the wizards and be resurrected without drop in strength. but hey, how far is the team from extinguish when it's starting to lose people? that's why i'd always stick with the clear the room in one turn rule, even for the ambushes.
The Skaven-levels are absolutely no fun after the update. I'm getting ambushed every two or three turns. My party is level 4 and the game throws Death Runners, Claw Leaders and Rat Ogres at me. A Death Runner has 48 wounds and with luck I'm able to kill one of the in one round. But there are 6 of them! And while I'm busy dealing with them, I'm getting ambushed and 4 more Death Runners and a Rat Ogre appears. Two turns later 4 Claw Leaders and 5 Stormvermin. And so on... The whole screens is filled with skaven. It took me about two hours for one little dungeon! Ambush after ambush. In every Skaven-dungeon. No fun!
In Averland spiders are my first targets as well, no matter the situation (maybe only second to the shamans)....usually I start from the smaller ones, who have more chances to be killed during the same turn (and they seem to web like the huge ones). This is valid even with a room full of Black Warchiefs or Stone Trolls...I just try to position miniatures 'shielding' the weak ones, trying to waste some hits to get the attention of monsters to my higher-toughness miniatures as well. Then I pray Sigmar. While before update I usually saved wind powers for just the target room, now I can even deplete them mid dungeons and sometimes I wonder if to exit the dungeon prematurely (but alive). One thing I experienced for first time yesterday was 'running for your life'. I was ambushed by a group of spiders (4 huge ones plus 4 or 5 minor ones...180 HP and 45 HP each one). There was a long corridor and a T section...after getting rid of the near ones I was able, in some turns, to hide my chars, 2 per side, in the T section, forcing the spiders now without direct line of sight to align and come after me. I slaughtered them one by one as they pushed their ugly heads in the T section. Was an awesome moment. Not that awesome when I was ambushed again by Trolls and Orcs...but I survived to tell the story. I haven't played in the Skaven region yet after update (I'll probably refrain to do so after reading so much horror stories )but, as I was sure before the update, the game really really shines when you are in desperate situations from a tactical point of view. I bet Rodeo is monitoring the boards and possibily thinking about how to remove some of the frustration some are having now, but retaining the imho awesome level of strategy and tension involved now.
guys i just beat the game! to my surprise the final dungeon is not underground but quite the opposite the last dungeon was quite nasty, with so many debuffs that would stack. anyway i cleared most of the rooms, including the last one, just in one turn. so not much a problem for me. i won't go as far as spoiling the game, but to those of you who take time and heal the heroes: be weary, time is of essence! the pics are some strange crystals and a talisman i got, anyone knows how they could be used?
Exact same situation happened to me. I can't remember if my party was level 3 or 4, but I was ambushed by 5 death runners and 3 claw leaders. I remember thinking I doubt I could have killed them in a straight up fight, let alone in an ambush. Skaven levels definetly needs retweaking since update.
Not an incentive to buffer up on purchasable goods? I should really fire this up again, was put off with the last update but have a couple of Skaven areas left to do.
running is good strategy. my nightmare is being surrounded by the smaller spiders while the large web-shooting ones spawn at the end of a long corridor. so i give orbs of might to every caster
Yeah me too. Many strategies I used to have before update, had to be tweaked or completely revisited. AWESOME!!! Sometimes I would even trade 2 blue slots for 4 additional green ones Another nightmare are 2 shamans in a distant corridor (but with clear line of sight) and a pack of monsters between you and them, then being ambushed by spiders in the rear. Never had so many 'Oh shit!' moments since I game
may sigmar carry you and watch over you btw do you know where i can report bugs? cuz i think i encounter a few minor ones
I don't know about the Lifestone yet, but the Talisman is a once per dungeon item that can only be activated when adjacent to an enemy (bug?). It knocks everyone down for one turn, except for the user.
Powerful new items After some initial difficulties and a few hours of farming for items and beating the news quests, my team is now back breezing through the dungeons in a matter of minutes. This is mostly due to some ridiculously powerful (and partially bugged) items. The Marauder has a ridiculous number of attacks thanks to some new pieces of equipment (there is a helmet that gives +2 attacks and an armour that goes with it). What takes the cake however is the Mortal's Bane. It's a 2h sword that claims to crit on enemies with high toughness. Critical hit is a bit of an understatement as it hits for 200-350 damage. Big spiders, Warbosses of all kinds, great shamans, all black orcs, stone trolls all get OHKO'd. The worst spawn you can get is a room full of Savage Orcs with 5 toughness and their annoying tattoos (which seem not quite as bad as chaos armour, but still...), but a well placed mindrazors take care of those as well. Speaking of the Grey Wizard, he also has some fancy new toys. I have found a total of 3 sets of armour (helmet + cape) for the wizard, all of which are fairly powerful. The best is the Shadow Mage's stuff with a total of +5 power/turn. Double Mindrazors occurs every turn. In addition there is a quest item - talisman of power - which stores up to 6 unused energy per turn (only if enemies are present) and lets you add them to your power store reserve. I rarely cast blade of the night anymore, as razors (or shadow daggers) tend to be more efficient on enemies that notoriously avoid hits. To further abuse the Marauder it is nice to have an Archmage with Hands of Glory around. The Marauder kills one groups of black orcs, gets handed some glory and then moves on to the next. The shaman in the fortress of ice never new what hit him. As for as support goes, I've opted for the Shadow Dancer. He does a decent job at taking care of the stuff that the Marauder cannot instakill. While his quivers are all pretty good, the stone arrow quiver makes him overly powerful. An enemy hit bit a stone arrow get knocked down for one turn. With 4 ranged attacks per turn (I think one comes from the bow I'm using) and a decent chance to hit, the Shadow Dancer usually takes 2-3 nasty targets out of the game for one turn. This is particularly useful in ambushes where the Marauder goes berserk and gets zero attacks (and the mages get 0 energy...). I sometimes swap out the Archmage for the Priest. You are less vulnerable to ambushes, and Intervention does a moderate job at replacing Hands of Glory. Overall the Archmage seems more consistent though. I don't know about the other new character yet. The Ogre Irongut has some decent tanking gear and gets good HP, but his damage per turn is ridiculously low. How skills seem to be geared towards getting aggro (brawl and the sweep attack), but it is way better to kill everything before it hits you. He does ok if supported by blade of the night, but he doesn't become spectacular either. It would be great if he had an inherent ability that made him hit more accurately and a bit harder, as to clearing a spider with decent reliability. The Bright Mage seems to be rather weak. His direct damage spell Fireball costs one less than mindrazer, but does between one half and one third the damage. Cinderblast seems a little better than Shadow Bolt, but the latter is not the greatest spell in the first place. The Burn spell does 5 damage per turn over 3 turns which is pretty bad. The BM's gear seems to boost burn damage (and duration). While 10 damage / turn over 4 turns for 6 energy might seem like a good deal, it really isn't all that great if everyone (their team or yours) is dead long before. Further disappointment stems from the fact that burn boosting gear only boosts the spell Burn and not other spells that inflict the burn status (Inferno and Magma Blast). I feel that the Bright Mage is outclassed by the Grey Wizards in every regard (or I am missing a piece of fantastic gear).
Oh I skipped that sword as it didn't look like a decent upgrade to current equipment, but if that sword is insta killing everyone with high toughness it's more than worth it. In other dungeon-crawling weekly news : My own Thunderdome arena,eh bridge ; 1vs 1 on fair ground ( not that any of those orcs had any chance with dwarf regenerating 7 hp every turn ).There was no ambushes in between fight on bridge , must be that rabbit head
I thought the Burn + x items of the Bright Wizard affected all his spells - including Fireball, Cinder, etc. Which would make him a touch better or at least on par with the Grey Wizard.. Is this not the case? One good thing I discovered though is that Burn spells stack... So those + in damage definitely adds up over time...
The stats look innocent enough. I think the devs accidentally added another zero to the crit multiplier. Note that contrary to the description it also crits on enemies with toughness 6. Another details the description does not inform you about is that it also crits on allies with high enough toughness. Hello Bracelet of Wrath...