I'm wondering what everyone's chosen skills for their commanders usually are.
I prefer playing: Castle, Dungeon, Tower, or Rampart. And, I swear by archery units. Thus, my commander is more melee. I almost always go:
Damage-Attack-Defense-Hit Points
No speed or magic skills. I also always get air and earth magic if at all possible, thus, mass haste and mass slow I use in almost every big battle. Speed isn't a big problem. And magic...well, non-mass spells don't really help that much.
I love this commander. Max damage, unlimited retaliation, strike twice, strike enemies all around, fearsome, reduce enemey defense by 50%, they all work together, and none of them cancel each other out (like speed: archery/fly is redudant, as is archery/champion bonus).
I hate facing inferno commanders though. "Charm"...I hate. I face a far weaker army, and I shouldn't lose any units, but I automatically lose troops? Bleh.
Extra ballistae/gold/first aid tents/150% exp/etc etc, all are fine by me, except for charm. They are the only heroes I actively avoid facing unless I have no choice.
Commander Preferences?
Re: Commander Preferences?
First, the boring part of the answer; It depends.LordScimitar wrote:I'm wondering what everyone's chosen skills for their commanders usually are.
If Nucleon plays with a Might hero, He will favor Magic Power, for his Commander, and thus probably Speed, too (but for the Paladin's and the Soul Eater's case, who can have the luxury of casting their "Cure"/"Animate Dead" later), for the troops to benefit these Shield, Precision, Fire Shield, Bloodlust, Stoneskin, Haste and Counterstrike before they act.
Usually, with these Commander, the two other skills will be Defense and Hit Points, because they will be no much a fighter.
For Magic heroes, Nucleon likes a Commander that will be able to defend shooters and attack with powers, such as Fearsome and Paralyse (that last one is risky, thought. You pray that you will Paralyse the ennemy before he reaches your archers, not after). By all means, these Commanders should look a bit like the exemple you gave and favor.
re
Generally Defense-Hit Points-Damage-Speed.
Maximum HP, regeneration, defense, and also good dmg.
Tower or Rampart commander. (mana/hp)
Attack skill does not count, if your commander is already killed.
And I have added manually +2% resistance/level. :)
Maximum HP, regeneration, defense, and also good dmg.
Tower or Rampart commander. (mana/hp)
Attack skill does not count, if your commander is already killed.
And I have added manually +2% resistance/level. :)
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- Leprechaun
- Posts: 27
- Joined: 29 Jan 2006
Yeah, that'd be a BIT overpowered if the shaman's 150 affected all troops.
I'm beginning to think of other commander builds. Magic Power is nice especially for Necromancer commanders. Speed...I hate. I have to have attack and damage. And can shoot, can fly, really contrast. Especially can shoot with charge ability. Fly and charge works ok but...ARGH. And +50 HP a round is a joke. Early levels, yeah, it'd work. Later levels? Useless. And I'd rather get double attack, max damage, or anything before +50 HP. Basically, speed by itself is nice, but, the "skills" it gives you are just awful.
I'm beginning to think of other commander builds. Magic Power is nice especially for Necromancer commanders. Speed...I hate. I have to have attack and damage. And can shoot, can fly, really contrast. Especially can shoot with charge ability. Fly and charge works ok but...ARGH. And +50 HP a round is a joke. Early levels, yeah, it'd work. Later levels? Useless. And I'd rather get double attack, max damage, or anything before +50 HP. Basically, speed by itself is nice, but, the "skills" it gives you are just awful.
Gunnar>all.
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