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AuthorBarbarian Stats, Talents, Tactics, Strategies
Old one active -> https://www.lordswm.com/forum_messages.php?tid=1903991

I have question to debate, what do you think about trade magic resistence for a combat readness?

Ok, its better agains't might factions... But the amount of resistence lost...

I stop and think, why they change it? Since was good agains't chaos magic factions like, DE and Wizards, or agains't darkness builds factions like necromancer, demons, DE's

Only agains't pure might or holy builds aren't effective, but who cares!

At my opnion, all factions have a very userfull racial skill and effective, DE with magic persing, demon with gates %, knight with troops, wizard with gift for troops and also magic agains't creeps, necro with skel bows, and elfs with criticals

All these talents are simple amazing and overpower!

But combat readness, can work what, one two times before battle really start? And if we wait after we take retalation just to boost the attack damage, agains't slow units like zombies, demons for example, if we DON'T wait we should attack 2 times next turn, but if we wait to boost we attack we will attack only once time this single slow unit...

Agains't fast units, like wolfhounds etc. Ok can work better, if they DON'T tringget morale, because if they do that, if we wait just gonna lost the turn...

Don't matter if we have FSP level 12 and get +12% attack per wait, if we lost one attack, we are trading +12% agains't -100% damage for normal attack, so we gonna lose -88% with FSP lvl 12

If some one thing like this happen, it's just make the FSP skill not much effective and not userfull at all...
I had a long argument against non-barbarians- I said that combat readiness weakens. All said "you don't know how to use it". You'll get the same arguments.
I don't think they will change, because the admin of russian server must read this, and if he think it's a good ideia, move to debate with all admin and the last step is talk what can be replaced and improved with this skill with the people make the enginer of this game...

So i don't hope they change, just know the opnion of everyone about that...

My opniion i already said, i prefer the old one magic resistence...

The combat readness have alot limitations, and is easy countered...
Magic resistance was a good talent but i still think combat readiness is better.

If you wait 1 turn, something very common, you get X% more damage for that stack. X is your facction level.
Im Barb 8 so I get 8% more every time I wait.
If a talent like Basic Offecnse gives me 10% more melee damage , lol y get a free talent every half turn I wait.

Its uselees for orcs or cyclops , I always shoot and never wait with these stacks but its very usefull when wait with wolfs and ogres.
In this battle you have an example:

https://www.lordswm.com/warlog.php?warid=499620970

In first turn I wait with wolfs, when Griffins come Ive got a 8% damege bonus with all 3 stikes of wolfs but I kill almost all griffs in 1st shot.

When ogres turn comes they have +24% damage doing 269 damage to cavalry if we dont have Combat Readiness I will do 200-210 damage , thats the difference beteween retaliate 1 or 2 cavalry.

Second turn with wolfs wait again +8% , then wait again +16% .... when the moment to hit comes I have +40% damage bonus !!

Well I think C.R. is much better against all facctions, getting a free offense tanlent everytime you wait with a stack.
You give a good example, but about the wolf 3 strikes, i can be wrong, but i think it's boost only the first strike, the rest back to normal damage.

Strategy changes a bit agains't faction vs faction, but good example.
No, Im sure ;) CCombat Readiness works fine in all 3 stikes on wolfs.

You can check it here:
https://www.lordswm.com/warlog.php?lt=-1&warid=31428079

I hit the Big Stack of Behemonts with chastize + 16% C.R. doing 992 + 1154 + 1161 damage
Then the second time I hit the Behemonts I do 805 + 809 + 903 damage.

Its 700 damage diference these "only" 16% C.R.
Hmmm, sounds great, works very well with wolfs.

Also bahamuts should have a great boost too, cause of ingnore some defense, with combat readness bonus and offensive talent, make they more terrifying...

Well my opnion about combat readness change now, because it's work on all 3 strikes...

It's a good talent, but let's everyone share opinion about it.
It's behemoths not 'behemonts' or 'bahamuts' :p

The most use of combat readiness is ST where you can wait / rearrange troops until better hit.
U will have more damages, just kill the enemies main troops first like shrews or efks .. and u will see how combat readiness works .. :)
I don't play with barb since i bow my old acc, should be very funny i start again, but all in the time, first i need earn more fsp with my new main.

Anyway, about elfs on middle level, efks can be really strong, so combat readness should be a pain to em...

And agains't DE should be very userfull too, cause the fasters and deadly units like Shews, lizards etc. They got a small defense or hp and can die so quicky and the "strongers" units are so slow, so the combat readness can smash so good.

But agains't chaos mages, how combat readness works? We have to rush and take they down quicky, cause the magics are so strong...
I don't play with barb since i bow my old acc, should be very funny i start again, but all in the time, first i need earn more fsp with my new main.

I play with barb from 2 years now, but i'm not supposed to post it with my alt :(. I like it, because castle looks exactly like in HOMM 3.

Anyway, about elfs on middle level, efks can be really strong, so combat readness should be a pain to em...

I observed in the last minor tourney that if you have enough ini (just to get your orcs first turn before GMB) should be win, if not - a granted lose.

And agains't DE should be very userfull too, cause the fasters and deadly units like Shews, lizards etc. They got a small defense or hp and can die so quicky and the "strongers" units are so slow, so the combat readness can smash so good.

But agains't chaos mages, how combat readness works? We have to rush and take they down quicky, cause the magics are so strong...


Take morale as much as you can (especially against strong magic player) and rush him (don't forget you can transport ogres).
@11 Good ideia keep using rings of inspiration, i was thinking to change it to new one, but only agasin't mages looks really good.

About GMB turns, i never seen orcs take turn after, unless he got fsp level really low.

About ogres, i try always keep with min, but on level 12 with upgrade they are really strong!

Also looks better keep with min agains't mage, cuz hobs + wolfs can smash everything! Mainly agains't "weak" units without defense/attack boosts.

About GMB turns, i never seen orcs take turn after, unless he got fsp level really low.


You'll be surprised how much will push you back on ini scale lack of 2 might rings (dragon's eye or signet ring) in the benefit of morale, especially against elves.
Which faction you think are most easier to kill and with which level?

I think for low level, the elvens, wizards, knight they are really easy to win, surely the player skill counts alot, it's not mean barbarian will win always, but i think we have 110% advantage agains't there factions...

Each new creatures, upgrades changes a bit, but geraly i think is it.
Wht wud b the suitable talent for lvl 10 Barb.

I just changed & thinking shud I drop archery & take hero damage talen??
@15
I am not a barb nor level 10, but I can say that thrusting might is useful only in PvP, so take archery
also a very good combo could be retribution with 2 morale rings (so 15% more physical damage for all troops, not only orcs)
Thmx 4 the reply guyz.. :)
Konan

You don't have black wolfs, but still ogres, orcs, and rocs (also wolfs) get a good advantage with retribution

With medal of bravely you get +10% final damage like a offensive talent, and if you do a pvp with 2 rings of inspiration you gonna get +20% final damage, so it is 2 times better than others talents.

You have three options, trade 10% damage of all units for +20% damage for ONLY orcs to ONLY ranged attacks, all melee not ill be included.

You can trade 20% all units damage for +20 - 40 hero damage in aeo, but he also can attack only 1 per turn, and this 20% can do alot more than you hero can do.

And you can get retribution.

At the end it's gonna be your decision, my advice is, look for your army think what can be the best for they, what can make they more strong, and go for it.

I still prefer basic fortunute that hero damage, it's only userfull on pvp, and units can do alot more on your level atlast, later you surely can choose between defense,hero dmg or fortune but it is at CL 13+

Now keep on offensive.

My last advice is... Get archery when you get cyclops gonna be very userfull.
which is better
1. battle fury with basic offense
2. upgrade of basic furtune(I dont know name)
3. thrusting might with basic fortune
This topic is long since last update and considered obsolete for further discussions.

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