![]() ![]() (Whereas say sacrifice will be affected by age where cities are rare or non-existant). Mines (Gems) availability are less affected by game age. This is unfortunately an advantage you get to maximize in say. an Air warlock + plentiful air gem map is a lot of fun if you get it. well too bad =3 Starting with air warlock is also of huge importance. The downside is that to make use of this asset you need luck (a lot of it). ![]() Dwarfs, hoburg and the like can't hold a candle to your ranged power (and hoburg pack good ranged power themselves). Slyphs are already pretty good for the cost, thunderbirds by comparison is wtfbbq awesomesause. In regards to the weaker combat power per gem observation, the exception is in ranged power. Warlocks rely more on tactical flexibility, they have lots of special abilities at the cost of pure combat power. ![]() However, your summons have various special attributes giving them more options and possibilities. Gem for gem/other special resource you tend to get weaker pure combat power out of it then others. Compared to other gem using nation or otherwise. so it's not a controllable advantage but more a luck based one, as trade can only go so far. Of course, you can't control your starting path of the gem type distribution of the map. They all have certain specialties and give you vast tactical possibilities. The 4 element summon path gives you a huge range of different utilities / abilities. Hoburg is closer in per gem combat power to warlock (also doesn't heal, but has some really badass units), but it has a decent basic troop set on top of an extra resource summon : weeds! It's not all bad though, if you have a bit of luck (see The good). 5 dwarven elites vs 3-6 less elemental or 1 elemental, no contest). Dwarfs already has a good basic troop set, in addition to great gem value (eg. Your basic gold/iron troop set is basic, while your gem troop set tend to be weaker then other gem using nation. In fact, think of them as having 4 different types of very rare resource each used for something very different and you've gotten a grasp of their problem. Thus warlock have the largest scattered resource out of all the class, making them very very luck dependent. For dwarfs and hoburgs this doesn't matter too much as most of the gems summon units performing similar roles, but for warlock this is their second achille's heels as each path serve such different roles. *- Gems are in general rarer then other resources. One of their two biggest weakness (Note: Air elemental is most durable in this regard, as they are the only mid ranked archer among all the elementals). *- All elementals from lesser summon do not heal, they will attrite quickly and do not last. Getting a spell blaster when you need salamander tank. You may not summon what you need even if casting the right elemental path. A variety of units serving different purpose populate the same summon class. VERY luck dependent (more so then others) in the gem types you find most abundant and starting path, making it hard to intentional plan your tactical focus. You start with a random element L2 warlock with 2 gem income of that type. You will not know which of the 4 element you start with: Earth, Fire, Air, Water. Rather then a full guide, I'll just do an introductory summary split into 4 sections: The bad, The good, Tips, summon breakdown. ![]()
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