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The Art of Confrontation - MirageK | ||||||||||||||||
The Art of SupportCan't seem to decide what spells to take? Not seeing enough benefit from the artifact? Your god isn't answering your calls often enough?First, let me state the obvious. Unfortunately, each army would need its own chapter on the topic. Even so, the choices for some can be quite limited. Everyone has a unique take on what offers maximum returns for the AP. It is your choice to further enhance your army's strength. Or, you can take something to patch a potential weakness. I could tell you the only things you should consider for each army. On the other hand, why take the fun from you in personalizing your own army. Instead, I will focus on how to help you choose the best support for your army. My goal is to help you make the best choice for yourself. Experiment if you have to, see what works best for your tactics. Maybe even experiment with your friend, where you each play say 375 and the rest 25ap is reserved for enough spells for open selection. For example, it isn't fixed until you start casting it for the first time in the game. So keep several spells you are considering closeby, see what kinds of opportunity comes up for them to be used. See what results occur if you had this or that spell casted. With Artifacts, the goal is to either make your character even more effective or to make them less vulnerable. You roll awful when it comes to your character? How about one reroll a round with a Ring of Fortune? Your favorite character get critically shot each time before even getting to charge? Why not a Supreme Pendant of Mirage for target +3? With Spells, you need decent range, reasonable mana cost, enough frequency, and achieveable difficulty, for the effect you want. With the entire army in mind... examples include spells like Death Wave for Acheron and Merciless Blades for Cynwall. For direct damage spells, spells like Celestial Scourge, Putressance, The Strange Art, Ball of Flame, and Primal Attacks. Support spells - Rage of the Warrior, Rejection, and Minor Cure. Here are just the most common choices... There are quite a bit of good spells, just look around. With Miracles, you want to find one that can take advantage of Perseverance for the effect you want to achieve. Light - Celestial Inspiration and Renouncement. Destiny - Sylvan Animae Summoning and Cleaver of Destiny. Darkness - Ire Tenebrae Summoning and Inferno of Damnation. Alas, there just isn't a wide selection of effective generic miracles. Might just have to look to your people's own god for help... With Nexus, it generally force you to hold back your troops. Which may not be so good in some scenarios. Though some have amazing effects for your fielded faction. Take a look, you may find a better return for your army than the 20ap artifact. With Faction traits and Solo abilties, don't worry about them. Even though some are amazingly good at enhancing your people, there are even those which eliminates the weaknesses altogether. If you are playing competitively, you probably already know some of them. You'll need to experiment and find that best faction to join. If you are just getting use to your current army, these additional add-on can add another dimension to your forces. Overall, remember it is easier to play on your army's strength than to patch your weakness. The better advise is to know your weakness and learn how not to expose them while making your strength even more effective. Also, remember there are only 6 rounds in most games. How many times will you benefit from it? What else could you have gotten for the same AP? Next: The Art of Recruitment | ||||||||||||||||
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