The core of unit conservation especially for a Might hero is to only fight a battle when we can win with no or little loss. Using this weapon above level 4 instantly turns your campaign into a farce (unless you are battling undeads). Note: Currently (patch 1.2), Arache's 15% Life Drain is still bugged so that it could drain a lot more than 15%. If you anticipate action during a particular turn, bring out the judgment hammer! In addition, there is one very good Dynasty Weapon to convert increased damage into increased healing - Arache (obtained from Necropolis mission 1 - this walkthrough follows the order of campaigns as presented in the game)! At level 4 (requires 3.5M EXP), all friendly creatures will carry a constant Life Drain, converting 15% of their dealt damage into healing that far exceeds your own healing spells. The second is a one-turn-only 40%+ damage boost. Besides, going Blood also grants Anton two useful hero skills - Anathema and Hour of Judgment. While forgoing Counterstrike III (counterattack before being attacked for up to 3 turns) is disappointing, it really looks like overkill for easier battles that do not drag over 3 turns. This walkthrough will actually make Anton a Vindicator (Might + Blood) on hard difficulty. Besides, Paladin's hero special ability (Martyr and Divine Justice) are not very useful (if you find them useful, you are taking too much hits!). The Tear path sounds like a rational choice for Anton, since it focuses on defense and healing, definitely the keys for unit conservation, although foregoing the Blood path's damage bonuses also means Anton will more frequently get hit. And if you pick your opponent starting from the weakest, you will hardly lose anything from the beginning to the end anyway. Fortunately, most Haven units use Might Power to attack, so the damage output will be quite stellar even if we end up with a smaller army. Without those versatile spells such as Time Stasis, Blind, Meditation, Summon Elemental, etc., we will have to carefully plan our expansion path in order to avoid any difficult opponent (and lose a good chunk of our army). The Might path plays very differently from the Magic path. Since we already had a good time with a magic Anastasya in the Necropolis campaign, here we will make Anton to follow the Might path, just to try something new. While the game intro movie suggests that Anton is a Paladin (Might + Tear), we have the luxury to build Anton differently. In general, the Haven missions tend to be on the relaxed side, with a little, early exception. Just when you were about to build Duke Slava into a beast. This could be your first stop if you like to have a natural extension from the tutorial campaign.
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