Which would be correct except Phase is absolute garbage at 6 hexes with Full Action cost. I place my Shield unit at 5 hexes and the Druid behind it at 6.I did not forget anything, these are the only units you can build in this game with your build to remain competitive, and Druid is def not a good unit in MP, he is shut down by ZOC too well and if you're competitive you're facing blink or jump in some capacity, you're getting punished by a good player playing meta here
How are you going to attack the Druid? The best you can do is try to attack from the side, except I'll block that position with a Polearm unit. Good luck.
It won't. Meteor Arrows and Zephyr Shot are beaten by proper spacing of units and poke damage is healed with Mass Rejuvenation.There is no way you skip better upgrade enchantments over other units types and win, if you want to play good archers you are locked into a certain path, you are already luck that AMP is on a broken and universal tome, but a better player will eat you over such decisions, the ranged with Meteor Arrows and Winds will destroy you in a ranged vs ranged matchup
I'll also have +3 Defense and +3 (Status) Resistance auras on top of my defensive enchantments to nullify the poke damage even further.
Meanwhile I will use Cascading Command: Reposition to give my units Hastened and engage from 6 hexes away (+1 melee attack range).
Amplified Arrows, while strong, is heavily dependant on how strong your initial attack is. So it by extension becomes weaker overall.
Because the Ranged units aren't gaining 7 enchantments worth of damage, they deal less damage per shot. That's just simple math.
Let's ignore Alchemy (it has a cleanse) for a second and focus on a fully offensive Ranged unit tome path. As much damage as we can get.
Legion of Zeal + X Arrows + Seeker Arrows + Bloodfury Weapons + Amplified Arrows + Projectiles of Decay + Meteor Arrows + Force of Nature.
So that's a damage bonus of 2/1/0/2/1/2/4/4 totalling +16 damage per shot before any Strengthened buffs are applied (which rounds up btw).
14 Physical, 2 Spirit, 2 Shock, 8 Blight, 4 Fire. The 2 Physical lost is added back in. With Strengthened this is 21+3+3+12+6 for 45 damage.
Now let's say we're restricted to the strongest 3 options only. This would be Force of Nature, Meteor Arrows and Amplified Arrows.
Now you're dealing 13 Physical, 2 Shock, 4 Fire and 4 Blight. When Strengthened you deal 20+3+6+6 for a total of 35 damage per shot.
Suddenly Amplified Arrows drops from 14 damage to 11 damage and you've lost a literal 10 damage per repeating attack on Shoot Bow.
Tell me again how limiting enchantments to 3 has no effect when comparing my "old" build to my proposed "balanced" build.
Inspiring Chant is busted, as are some of the SPIs. Who cares if I don't research the enchantment, or upgrade it down the road?Definitely not lol, you now are changing the game into using the low tier tomes for eco since most of them will literally contribute to nothing else, spells are trash, early enchantments will be used only to kick-start creeping, since t3/t4 enchantments are 2x the power of early ones and compete in slot, the units still won't work in mid-game, you run the risk of making it even more cookie cutter choices tbh, but that is unpredictable i have to admit
FYI, if I had better ways to apply Burning/Slowed/Poisoned/Decaying I would keep one of the 20% bonus blade enchantments too.
If the enchantments are selectable per class, individually, I can choose between offensive or defensive ones as I please.
First of all, with enchantment limits the cultural T3 units will be beaten by T4/T5 units, even the non racial ones.That certainly sounds good, but i still fail to see how the meta is still not just stacking 1 or 2 of my best units in the army and just running you over by picking the best high tier enchantments on tome t3 and t4 with my t2 tome + cultural t3s
Second, as illustrated above, you lose a lot of damage and the gap between units becomes much smaller.
This means you can actually mix in another unit type for their utility (Defense Mode, Debuffs, Polearm).
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