![]() ![]() They only gave some slight automatic upgrades to specs (the mana node ones) now that that getting automatic abilities with the spec was a thing. But they never bothered to get the rest of the classes and specs in-line with that kind of power. You can tell that in the last DLC they were feeling a bit more daring with alignment specs giving global unit buffs and T4 summons and Necromancers getting better shit like buildings that integrate better and strategic spells like Power Ritual (+2 phys and +2 blight melee to everything undead, contrast Rogue's Poison Mastery which is +2 blight melee damage to only infantry, cavalry, and irregulars). Incidentally, I really think The Draft and Inspire Loyalty should change names. They could've integrated it much better, but instead you have class buildings stapled on top of race buildings and class units stapled on top of race and a lot of shit that reasonably speaking shouldn't be spells being implemented as spells (Treasure Raiding, Corpse Looting, Poison Mastery, The Draft, Inspire Loyalty, Scorched Earth, and so on) anyway because they've got spellcaster mindset and treat all leader classes as flavors of spellcaster. The whole class and spec system feels somewhat uninspired to be honest. At least Creation Master's Bane of the Unnatural spell now works on non-devout units (doesn't work on magical origin units, undead, or machines though), after a patch. With all the DLC and patches it went from "painfully bland" to "reasonably fun", but you still have a lot of dumb issues with specialization spells, alignment system, balance, and more. AoW 3 feels half-assed and even willfully half-assed in a lot of regards. ![]() Generally speaking however, elemental specs are very underwhelming in summons, creation/destruction get no summon at all, and typically Wild Magic Adept is where it's at to get a proper summon spell out of your specs seeing as T4 alignment summons are typically waaay too late and slow to research for comfort. Grey Guard gets one of the better T4s with its Chthonic Guardians which do raw physical damage and can cast Cardinal Culling (a ridiculously stupid attempt at punishing stacks of a single unit which did not work, but did produce an overpowered spell) in order to nuke physical resistance scores and beat the shit out of most things. It is a workable spec though, since Keeper of the Peace master gives you faster independent city/dwelling action. except against Eldritch Horrors, machines, theocrat units, and anything with Strong Will (which is everything if a high-leveled Warlord is leading a stack or an Arch Druid has cast his ultimate global spell), and almost no one goes Keeper of the Peace master since a good alignment largely requires a shitty playstyle that hurts your ability to get racial governance going unless you also get Creation Adept to spam Cleanse the Land for alignment points, and Keeper of the Peace master has two shitty unit buffs as its combat spells along with the T4 summon and global buff. Keeper of the Peace's Arch Angel is a lot tougher and does better damage. It flat-out needs to be flanking high resistance enemies (ideally you should also curse these enemies) in order to do damage. The alignment specs do have a T4 summon each (and only T4) but among them the Fallen Angel is really only good for shafting low-tier units and Manticore Riders, as everything else seems to have a lot of immunities, percentile resistances, and generally high defense and resistance scores, drastically lowering its ability to do any real damage or inflict any real effects. ![]() Elemental is as high as it goes and a number of elementals aren't that playable either. I'm referring to specializations, not leader classes. ![]()
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