Author | All about Wizard faction: Stats, Talent, Tactics, Strategy |
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Hello,
I will greatly appreciate any tips for wizards level 10.
1. What is the best tank unit for wizard? (Garg or golems)?
2. Any tips?
Best
SCW |
for SCW:
There is no best tanker. Both are pretty good, just in different ways. Both gargs and golems have tons of hp. Golems can take and deal damage. They are not good for running, but they are harder to kill than gargs (more defense and stack hp). Gargs are the ones which will run ("flee"), while your hero does damage.
2. Any tips?
My tip for PvP is to get more golems and less magi. For PvE your setup looks pretty good. :) |
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#584
As you progress in Tg, you will find it becoming harder in later stages with normal wiz |
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Mini art:
Attack +2
Defense +3
Ini +4
Morale +1
HP +2
Which to get on which? I am a hunter.
I thinking to put initiative ones on golem and gremlin so gremlin move before gargs to take retail and putting morale on gargs. Not sure, please suggest fast. :) |
Correction : I am thinking of building shooter build. So I put HP on gremlin, morale on garg and ini on golem.
Someone with experience with classical wiz help me here please. :)
Also where to put +1 primary point? SP or mana? |
Up till you get to lv5 (to get upgraded gremlins), it's best to avoid them for now.. They deal very low damage albeit their good initiative..
Golems usually would put attack and defence, and there is no point on putting morale on gargs, they are unaffected by it.. Again attack or defence should do it. But if u really want to go for gremlins, I would prehaps suggest attack? But it's best to go with garg than gremlins in lv 3.
At lv 3 best to put it for KN. |
Up till you get to lv5 (to get upgraded gremlins), it's best to avoid them for now.. They deal very low damage albeit their good initiative..
Good point. I can compensate the lack of shooters with hero though.
Golems usually would put attack and defence,
I can only put one. Thinking about attack.
and there is no point on putting morale on gargs, they are unaffected by it..
Thanks, I forgot that. Went for initiative. :)
At lv 3 best to put it for KN.
I went for knowledge. 60 damage is nice and I never need more than 20 mana. :)
I go for joint hunts instead of solo that's why i think it is better to go offensive build rather than defensive, right? :) |
Good point. I can compensate the lack of shooters with hero though.
Yeah seeing you're going all HG right? Hero will always be your main damaging force, not golem, etc..
I can only put one. Thinking about attack.
Oh if that's the case, yup go for attack and whenever u get 2 slots (i think at lv5?), go with defence and attack..
I went for knowledge. 60 damage is nice and I never need more than 20 mana. :)
I go for joint hunts instead of solo that's why i think it is better to go offensive build rather than defensive, right? :)
Of course in joint hunts always try to kill at least 50% (kill alittle more just to be safe) so yeah offensive.
But at lv3 I don't see much offence power in terms of troops. Golems compared with other tier 3 troops are one of the slowest and most probably it won't even manage 2 full hits! Bottom line, your hero will still always be your damaging source. |
whenever u get 2 slots (i think at lv5?)
CL 4
But at lv3 I don't see much offence power in terms of troops. Golems compared with other tier 3 troops are one of the slowest and most probably it won't even manage 2 full hits! Bottom line, your hero will still always be your damaging source.
Yes, most of it is true.
I mostly defend with my troops anyway because I am able to kill my half quickly.
https://www.lordswm.com/war.php?warid=696679554<=-1
https://www.lordswm.com/war.php?warid=696868033<=-1 |
for MarineBiologist:
def on both garg and golems. or maybe health |
Which factions in 1v1 and 2v2 PvP do you find difficult for Wizards in CG?
I was thinking of building resist against Tribals and Necromancers. :) |
Which factions in 1v1 and 2v2 PvP do you find difficult for Wizards in CG?
elf, demon in second |
elf, demon in second
Thanks.
Pros and Cons each for:
a) Building each faction to equal FSL for CG at CL9
b) Building Wiz to FSL 6~7 and FSL ~3 in every faction? |
I was thinking of building resist against Tribals and Necromancers. :)
Not tribal. Necro with disrupt in CG is really tough for wiz, esp. in 2v2, other builds, not so threatening.
Always had troubles against DE.
For some thoughts on fl, you can read #5076 and 5073.
https://www.lordswm.com/forum_messages.php?tid=1842541&page=253#38120598 |
For some thoughts on fl, you can read #5076 and 5073.
https://www.lordswm.com/forum_messages.php?tid=1842541&page=253#38120598
+1. Also maintaining FSL above 5-6 would require all the constructions which would become costly in the long run.
Is FSL 6 in Wiz and FSL 3 in all other factions good?
That means distributing 1220 pts as 500 in Wiz and 720 in other factions.
Iff only put all in Wizard, I'd be around FSL 7. |