![]() ![]() ![]() 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. Maybe I'll give the Gray Guard thing another try it's weird flip-flopping in order to remain neutral, but it has its advantages.I'm referring to specializations, not leader classes. Aesthetically I like the water element, but I've been disappointed with the spell choices it brings, so I've moved away from that. I almost always choose Explorer or Expander, and I don't like settling for being an adept at anything if I can have mastery instead. Right now I'm playing as a creation master (which clashes with my Rogue class), just because I haven't tried it before. I'm all over the place when it comes to specializations. Odds are I'll eventually land on either Warlord or Sorcerer. I recently had a great game as a Theocrat, though, and I tend to automatically drift toward good anyway, so maybe that will end up being my favorite class after all (I don't like the fact that the Shrine of Smiting is a machine, though also, there's way too much Judeo-Christian imagery in the Theocrat class for my liking). Theocrat, Rogue, and Necromancer all seem to be kinda tricky to play and thematically they seem to each go with a particular alignment (Theocrat with good, Rogue and Necromancer with evil), which seems restrictive to me. I can probably rule out the Dreadnought and Archdruid, because I don't like machines or wild animals that much. I'd been teetering between Sorcerer and Warlord, but right now I'm trying a Rogue game again. I know flying units rule, but I only like dealing with small numbers of them, at least until later in the game. And I'd like to explore what can be done with a navy on an islands map (I get the impression navies are only marginally useful, but we'll see). Thematically it seems like kind of a boring choice, but I really like the cavalry orientation-the extra mobility and charge bonus. Lately I'm gravitating toward the humans. I've put about 800 hours into it, but I'm still trying things out and getting a feel for all that's in it. I've only been playing AoW3 since last September.
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