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Thread: TAZAR'S SKILLS | This thread is pages long: 1 2 · «PREV |
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Lancelot
Hired Hero
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posted October 13, 2004 10:12 AM |
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Heh...
Step 1. DD/Fly and random XL.
People! Don't say that NOONE plays with theese spells! If you play XL with against a human and 6 comps, both players can learn it. Even if opponent took your main castle with DD and 1 dragonfly (is it too difficult to buy 7 imps and divide them to defend castle?) you can take utopias/pandoras/great artifacts and come back and kick him out of your castle. You can change your main castle because there're a lot of computer castles. Maybe you even change your race (playing Shakti you took 15 angels in conserves and took 3 human castles with built angels. What army will you use? Dungeon or Castle?).
People, if I wrote theese rules, this means that there are a LOT (thousands) of people who plays with such rules.
Step 2. If you don't use TP/DD/Fly at random XL+U map, how long you'll play it? 20 hours? 30? There were a games, where I played random XL+U WITH TP/DD/Fly for 10-11 hours! Sure, 1 vs 1 with 6 comps.
Step 3. If your opponent took your main castle, this doesn't means your loss. You can take HIS castle. You can take 10-15 other castles. You can take hives/conservatories (they gives you MUCH more army than 1-week population in your castle). There were a lot of games where I lost my castle but won the game because of the power of my hero. Even at M map.
Step 4. I started this thread to speak about Tazar's skills. So let's speak about it ))
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Lancelot
Hired Hero
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posted October 13, 2004 10:50 AM |
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I want to explain why I would take the following. It's interesting to listen your all opinions
1. Armorer. Tazar borns with this skill. It will be anyway.
2. Offense. Tazar has not great atack skill, so additional 30% damage helps a lot. I've read somewhere (maybe in this forum) that expert offense equals +6 sword.
3. Tactics. This skill any hero MUST HAVE. To defend your archers, to block enemy archers and to negate enemy's tactics skill.
4. Logistics. No comments
5. Wisdom. Same thing. BTW, remember that scrolls 4,5 are banned.
6. Earth magic. Mass slow, resurrection and TP.
7. Air magic. Mass haste, counterstrike (hydras with it - hehe ) and 4 DD per day.
8. Archery/Water magic.
Archery helps a lot at the beginning of the game. Lizards are not bad archers if upgraded and alive You have too many them. But it's hard to spend additional 5 wood to upgrade them playing 200%.
Water magic is very good to fortress because it has a lot of units with great dispersion (lizard warriors 2-5 damage, dragflies 2-5, ets) and mass bless helps them a lot. And the most nice thing I know in H3 are hydras who teleports over the castle wall to enemy archers
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