Strategies of the Golden Realms

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This topic contains 43 replies, has 24 voices, and was last updated by  Garresh 7 years, 7 months ago.

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  • #124264

    ArcaneSeraph
    Member

    I thought it would be nice to have a thread to collect new strategies that are now possible with the expansion and patch that people can share and others can try out. So share your unexpected, effective, novel, or synergistic strategies here! I’ll try to get started with a couple:

    Bleeding Fireworks (Halflings / Arch Druid): With hunter’s finesse, jester’s fireworks get bleeding wounds. It applies to not only the main target but everyone in the area of effect. Makes for some nice splash damage!

    Terrain Woes (Halflings / Arch Druid / Creation Adept): The Halflings hate many terrains. With morale being so important to them this is a real detriment. There are a couple of new tactical options available that didn’t really have a big of impact before. One with the Elements is very nice for them but also Cleanse the Land can be used before big fights to get rid of certain hated terrain.

    Master Forger (Sorcerer): Most of the forgeable items have re-tooled to require much more mana than gold. This means the sorcerer who is often rolling in mana, thanks to magical structures, can afford many big ticket items much earlier. Want all your heroes to have frost aura? Want them all to have healing or dominate? Maybe fairy fire or fireworks? Maybe just extra channels of damage or goodwill? The sorcerer can now have truly well equipped heroes. Combined with mount summoning you can make some ultra-powerful units!

    Wild Sorcerer (Sorcerer): With early access to summon lesser elemental, the sorcerer can opt to forgo researching class specific summons and instead opt to summon those elementals. They make for a fairly powerful, diverse army and once evolved a devastating army. The sorcerer can then opt to research her powerful combat spells often ignored in favour of summons. In addition wild magic’s degenerate works wonders for stunning apprentices, elementals, and other combat effects. Warp equipment is very nice add-on too. If I’m not mistaken it even lowers enemy archer’s ranged damage making it even harder to harm your projectile resistance apprentices.

    That’s enough for now. I look forward to hearing other people’s ideas too!

    #124324

    Ayenara
    Member

    Regardless of class, a quick rush to t6 Casting Points and unlocking the Sage Empire Quest can give you two very nice spells. It’s a bit random though, sometimes you get Summon Kobold and Frost Missile, sometimes you get Summon Phoenix and Mass Curse.

    #124330

    Master Forger (Sorcerer): Most of the forgeable items have re-tooled to require much more mana than gold. This means the sorcerer who is often rolling in mana, thanks to magical structures, can afford many big ticket items much earlier. Want all your heroes to have frost aura? Want them all to have healing or dominate? Maybe fairy fire or fireworks? Maybe just extra channels of damage or goodwill? The sorcerer can now have truly well equipped heroes. Combined with mount summoning you can make some ultra-powerful units!

    fairy fire is an amazing ability platform, because it already gives you three damage channels, which means seeker gives it +3 damage already, in addition to the ignore everything bonus. If you craft it, seeker (or just have the spell) and make a ranged quiver with poison and spirit (or physical, if you wanted to), you can have a super powerful attack that gets +5 damage and can interact with virtually any weakness. You can also add shield as a nice 1 point thing, so your hero is all Green arrow like.

    Degenerate, of course, just makes this hilariously powerful.

    For the warlord, who also has a lot of mana normally, there is a quite excellent trifecta: tireless, defender, and regrowth. Tireless is acquired naturally, defender is on the shield, and regrowth on the torso piece.

    #124339

    Weltenreiter
    Member

    Good stuff.

    a ranged quiver with poison and spirit (or physical, if you wanted to)

    PSA: Unlike elemental addons, forged physical +ranged doesn’t open the damage channel if it’s not there already.

    (Not sure if intended or not, but physical is generally more finicky with channel opening than elements, see Overload not working on flame tanks before the patch – I assume it adds to fire now instead of opening physical? Slayer channel opening behaviour was also nixed in the patch)

    #124347

    Draxynnic
    Member

    In a similar note to One With The Elements, Suppress Nature on the dreadnought also eliminates morale penalties entirely, although it doesn’t increase bonuses like OWTE.

    #124350

    ArcaneSeraph
    Member

    Regardless of class, a quick rush to t6 Casting Points and unlocking the Sage Empire Quest can give you two very nice spells. It’s a bit random though, sometimes you get Summon Kobold and Frost Missile, sometimes you get Summon Phoenix and Mass Curse.

    That’s quite fun though indeed is totally random. I’m still waiting to try Summon Phoenix (I don’t think I’ve ever had that spell from any source yet).

    For the warlord, who also has a lot of mana normally, there is a quite excellent trifecta: tireless, defender, and regrowth. Tireless is acquired naturally, defender is on the shield, and regrowth on the torso piece.

    Fairy fire is probably my favourite range attack and yes with seeker it is insane. Fun to play with on heroes! A thought occurs to me that I haven’t tested yet: does fairy fire on heroes benefit from mark of the heretic now? If so that would make it insanely powerful combined with seeker and other boosts you mentioned. And indeed the warlord can arguably make the best heroes when you add in thoroughbred mounts and martial arts training too!

    One other idea I’ve been playing with:

    Absorb Max Pain (Halfling / Theocrat): For this strat you need a martyr, a brew brother, and preferably a strong unit. You use nourishing meal on your martyr and have him use absorb pain on your strong unit. This is the same for every theocrat except that it’s particularly effective for the Halflings because their martyr is better than others and the brew brother gives that martyr extra HP. This effectively transfers an extra 72HP to that strong unit. If it has tireless all the better. Personally I haven’t been able to get this strategy to work that effectively as the martyrs tend to be targeted, but I still find it interesting so others may have better luck than I.

    As an alternate to that strategy, I tend to take absorb pain on my theocrat hero / leader and pump up their HP. If you have divine justicars your hero can’t really die so using absorb pain just makes their HP 35% more efficient. It can be useful for sending in that ultra strong tireless gryphon rider to take out the archers behind the walls, and other such strategies. Mix in instant wrath for more fun.

    #124354

    madmac
    Member

    I’ve only played it a bit, but I’m really liking the Spell Sorcerer. Take Adept Wild Mage for a good early summon that scales plus whatever other Mastery fits your strategy/matchup and start leveraging those global and combat spells instead of the same old Class Summons+Chain Lightning routine.

    A Sorcerer is after all still a master of magic in general, no reason to feel shackled to your class defaults when there’s so many new and buffed spellbooks to explore.

    #124366

    esvath
    Member

    @arcaneseraph: why are Halfing Martyrs better than other Martyrs?

    #124385

    Weltenreiter
    Member

    Fairy fire is probably my favourite range attack and yes with seeker it is insane. Fun to play with on heroes! A thought occurs to me that I haven’t tested yet: does fairy fire on heroes benefit from mark of the heretic now? If so that would make it insanely powerful combined with seeker and other boosts you mentioned.

    As per patch notes, Heretic (just like Slayers now) increase the first channel if no physical is present, it’s not an allchannel increaser like new seeker.

    @arcaneseraph: why are Halfing Martyrs better than other Martyrs?

    They get Slingshot (tripleshooter) instead of crummy olde throw rocks.
    Halflings stone the unclean like a boss.

    #124436

    Althea
    Member

    We can make a combat based melee hero now. Especially for warlord.

    I never tried it, but plan on trying to craft a gear with Fearsome (head), regrowth(torso), defender(shield), tireless, first strike, martial arts, some elemental protection from 2 amulets, maybe frost aura, shield and projectile reflection. For other gears, it depends on situation. For level up, pick health, defense, resistance, and melee strength (optional) until it reach a sufficient number. Healing for usable item is nice, other usable items are also nice if the hero decide to sit back and do some support first before charging into melee. When in melee combat, just stay in defend mode.

    I think those gears will make a warlord hero a truly fearsome monster in battlefield.

    #124446

    Bob5
    Member

    fairy fire is an amazing ability platform, because it already gives you three damage channels, which means seeker gives it +3 damage already, in addition to the ignore everything bonus. If you craft it, seeker (or just have the spell) and make a ranged quiver with poison and spirit (or physical, if you wanted to), you can have a super powerful attack that gets +5 damage and can interact with virtually any weakness. You can also add shield as a nice 1 point thing, so your hero is all Green arrow like.

    Degenerate, of course, just makes this hilariously powerful.

    Do this on a Sorcerer Hero and get Inflict Stun and Inflict Spirit Breaking boosts. If either of those kick in, all your damage channels get 2 extra damage (either from flanking boost or from lowered resistance), and if both kick in you get 4 extra damage on each channel. I’m not sure, but I think there are also items that give Inflict Noxious Vulnerability. Add that one as well to get a similar effect.

    #124500

    ArcaneSeraph
    Member

    @ArcaneSeraph: why are Halfing Martyrs better than other Martyrs?

    They get Slingshot (tripleshooter) instead of crummy olde throw rocks.
    Halflings stone the unclean like a boss.

    Makes a pretty big difference too. I find it is easier to level them up by completely ignoring absorb pain (or using it as more of a side skill). Just use them as your basic ranged unit. Mix in mark of the heretic for better damage.

    As per patch notes, Heretic (just like Slayers now) increase the first channel if no physical is present, it’s not an allchannel increaser like new seeker.

    That’s what I figured. Still though it is a very nice damage increase for fairy fire which is already heavy damage in the right setup.

    Do this on a Sorcerer Hero and get Inflict Stun and Inflict Spirit Breaking boosts. If either of those kick in, all your damage channels get 2 extra damage (either from flanking boost or from lowered resistance), and if both kick in you get 4 extra damage on each channel. I’m not sure, but I think there are also items that give Inflict Noxious Vulnerability. Add that one as well to get a similar effect.

    Inflict shocking is very useful too with its -40% shock resistance. Though in that instance you may be better using good old shock bolts than fairy fire.

    A Sorcerer is after all still a master of magic in general, no reason to feel shackled to your class defaults when there’s so many new and buffed spellbooks to explore.

    One of the combos I enjoy is wild magic adept, earth magic master. Slow is a very nice disabling spell now. As the sorcerer your heroes will fly / float and the elementals float so you can use earthquake quite effectively.

    #124511

    Weltenreiter
    Member

    Makes a pretty big difference too. I find it is easier to level them up by completely ignoring absorb pain (or using it as more of a side skill). Just use them as your basic ranged unit. Mix in mark of the heretic for better damage.

    Should still cast Absorb on something unlikely to kill you before enemies are in range (unless situation demands that you really must guard) to get that sweet single-“shot” skill exp.

    Speaking of, Sprint, excellent Rogue exp grinder skill now.

    #124518

    Garresh
    Member

    Well I guess I’ll drop in that disintegrate + rogues is terrifying, as they can do crazy assassination shenanigans now, by taking the enemy throne then disintegrating their leader.

    Also, human rogues with wild adept are terrifying on the water. Embark penalties + warp equipment means that assassins can easily hold their own against embarked t3s, and will literally own the waterways.

    #124562

    ArcaneSeraph
    Member

    I haven’t had a chance to play as a rogue much under the expansion yet but having read your posts @garresh it does sound like disintegrate with them is quite powerful / scary.

    I was playing around with the new repair machine on builders. I found it works quite well with expander since those faster builders are better able to set up mobile repair stations. I’m not a huge fan of expander in general but it does work well with Shrines & Dreads in general.

    #124564

    Do this on a Sorcerer Hero and get Inflict Stun and Inflict Spirit Breaking boosts. If either of those kick in, all your damage channels get 2 extra damage (either from flanking boost or from lowered resistance), and if both kick in you get 4 extra damage on each channel. I’m not sure, but I think there are also items that give Inflict Noxious Vulnerability. Add that one as well to get a similar effect.

    I actually prefer to use Archdruid heroes/leaders, not because this doesn’t work, but because of how you play sorcerers before that.

    You see, sorcerers and Archdruid leaders are similar in that you really don’t want them to die: in addition to the normal penalties, much of your recruitment/current army vanishes when they die. This is less true for Archdruids because you can still get hunters, who are more versatile than apprentices.

    So you usually want to keep them out of melee/close ranged damage. For sorcerers, that makes them best as sort of magical artillery, because they have excellent direct damage spells (assuming you haven’t used everything for summoning). Archdruids, however, start with longbow, that allows them to ignore ranged penalties. That usually allows them to shoot for full damage and avoid most melee.

    Thus, you will tend to pump ranged damage points into your Archdruid, while focusing on abilities/defense and resistance for the sorcerer leader.

    As secondary heroes, you have to spend points boosting cp and getting chain lightning/sphere of protection and other useful spells for the sorcerer: it isn’t worth it to boost the ranged attack.

    so by the time you have an arcane item forge and the resources, the Archdruid will have a much higher ranged attack (and bleeding wounds), so they would do more damage. A late game sorcerer is also usually better casting chain lightning and such, so they would rely less on ranged damage.

    #124660

    ArcaneSeraph
    Member

    So I finally got that Halfling Martyr strategy to pay off. The trick seemingly is religious use of Mark of the Heretic. It turns those little guys into quite the damage dealers. I got my throne city to pump out 12 of them and assembled 4 teams with 3 of them each. The rest of the teams were whatever I had on hand but ideally a hero, a healer, and a strong unit. I didn’t save them all but I kept 7 alive till turn 35 and got them upgraded to exalted.

    Not sure it was a better strategy than just going for crusaders but I don’t think I could’ve built those 7 exalted by then so it worked out in that respect.

    #124726

    Anublet90
    Member

    So Wild Magic Adept covers some of the Warlord’s weaknesses pretty well. Summon Lesser Elemental gives some additional channels, while Degenerate makes Incorporeal stuff slightly less bothersome to handle. Haven’t tried Warp Equipment yet, but I imagine it comes in handy against Dwarves and Dreadnoughts.

    #124801

    Vrrn
    Member

    Hight Elf Warlord. Mass mounted archers with focus chamber. In v1.4 they got boost +2 dmg and Sprint ability. Focus chamber gives another +2 physical dmg and +1 shock dmg, so total they got +4 phys and +1 shock dmg boost. So v1.4 recruit (lowest rank) elven mounted archer with focus chamber has more dmg than elite elven mounted archer in <v1.4 and v1.4 elite elven mounted archer with focus chamber is insane maniac who kills everything in his attack range. Projectile resistance? Incorporeal? Pfff, who cares? Look at his damage! He won’t care, he just kills. And now imagine a full stack of those maniacs. Dragons? Juggernauts? Imba-divine-floating-thingy-killing-everyone-around (forgot its name)? They won’t care, they kill it. You just make a line of them and if enemy comes, then he’s dead, if he won’t come, you come and he’s dead. Enemies hiding behind walls? You don’t care, even 1/2 of dmg is quite enough, just charge them near walls and shoot. Moreover with v1.4 they get +15 HP boost from empire upgrade that worked only on cavalry before (and mounted archers are archers, not cavalry, but they have Mounted ability (which says it gives charge, but they don’t have charge!)), +champion ranks, it means they are really hard to kill (what again means they will most likely live long and get a lot champion ranks), Sprint allows them to shoot even if engaged or flank with all 3 shots. And he’s only T2… T2 that eats T4s on breakfast and cuts through T1-3s with ease. And since they’re ranged, when they’re massed, they’re just unstoppable. I think Mounted Archers need to be replaced with Manticore Rider or at least Warbreed. Or nerfed… If I have a choice to have a full stack of manticores or a full stack of mounted archers with focus chamber, I’ll choose the second option, what’s not right, since it’s T4 vs T2.

    #124826

    ArcaneSeraph
    Member

    So Wild Magic Adept covers some of the Warlord’s weaknesses pretty well. Summon Lesser Elemental gives some additional channels, while Degenerate makes Incorporeal stuff slightly less bothersome to handle. Haven’t tried Warp Equipment yet, but I imagine it comes in handy against Dwarves and Dreadnoughts.

    I just generally like Wild Magic Adept! It gives a lot of power to a lot of races and classes. I think it is great for Warlord for the reasons you’ve described. I use it for many classes right now because it just seems to provide something useful that can adapt to a lot of situations.

    Hight Elf Warlord. Mass mounted archers with focus chamber

    Sounds fun / scary! I’m one of the few people who didn’t think the warlord was as bad as people said pre-patch. I found the High Elf Warlord very powerful pre-patch just because of those mounted archers! And yes now that they get benefits from extra damage and extra HP… they are fast killing machines!

    #124919

    Hunter
    Member

    There are bound to be some great combinations coming out of the various Mystical City Upgrades.

    In my current game as Human Dreadnought, I have established a small town that specialises in training Knights. Enchanted Armory gives +2 Armor and +1 Resistance. Stables of Vigor gives Free Movement, High Morale and Fast Healing.

    Here is a new recruit.

    Note that at Gold he gets another +2 Defence, +1 Resistance, +4 Melee, +30 HP, Strong Will and Inflict Crippling Wounds.

    #124924

    marlowe221
    Member

    My current favorite set up right now is Arch Druid Halfling with Partisan, Wild Magic Adept and Earth Adept (or other element of choice).

    Halflings make good Hunters and Shamans. Plus you get access to Adventurers, Jesters and Eagle Riders and the fun Luck mechanic. Meanwhile, Arch Druid allows for interesting summoned units to help make up for the Halflings’ weaknesses. Earth magic gets you stone skin and a bit of direct damage.

    #124925

    M0rr1d1n
    Member

    Id mention in my current game, I have a theocrat hero with Divine Justicars ability, and his army is all summons with the supercharged bonus, so even if they die, they spawn a mini elemental replacement, and still get revived after combat. (the minis don’t). Cant remember how soon the Divine Justicars ability opens up, but Supercharged just depends on clearing a wizard tower near a city, and its a solid combo.

    #125046

    NuMetal
    Member

    @m0rr1d1n:

    They spawn the small elementals AND live again after combat?! 😀

    You can’t really call it a solid combo though. Wizard towers are very rare and they are always guarded by a stack of six units of which at least 2 are Tier4. Also Divine Justicars is for lvl10 heroes/leaders, right?
    So in MP it’s not a strategy at all and in SP it’s only a strategy for late mid to lategame.

    But that doesn’t make it any less awesome! 😉

    #125142

    HarbingerLeo
    Member

    Divine Justicar is a awesome ability to aim for. A theocrat gets it at 10 or 11, and it costs 10 points to get. However with the ability to super level units and wild magic’s summon lessor elemental to scale? It’s really neat that you can use your leader as ‘bait’. The AI will dive in for a sovereign, but as long at least one unit lives the entire army (including the sovereign) comes back at no penalty beyond 35% health at the end of combat.

    Unless something they can kill your whole stack? You can create some really powerful champion level 10+ units by the end of a long game without trying very hard. One or two stacks of champion level elemental that can’t die ranks up there with a free chaos rift spell or being able to disintegrate heroes at will.

    ——-

    The best strategy I have so far though is just rampage of cheap and mobile units razing cities. Such as the high elf unicorn rider. They have phase to teleport past walls. It either makes the AI defend his cities or you find the undefended one and deprive him of their income.

    #125152

    esvath
    Member

    Elementals attacking seals spawn one turn before they actually attack the seals. When they do attack the seal, the defending army (yours) will be attacked by the elementals AND the offensive enchantment (I do wonder why the enchantment attack player’s army, instead of attacking the elementals).

    The trick is: attack the elementals on your turn, after they have spawned. That will bring the battle outside the seal, and you don’t have to deal with the pesky enchantment.

    #125351

    Marcus
    Member

    ArchDruid is sexier than ever now.

    Human Hunters with water concealment and throw net making great scouts, stalkers, assassins. Capture those lone heroes, units, leaders; throw net; retreat to sea. Repeat. Make several stacks with 3 hunters in each and terrorize your opponents. Stay in his domain invisible for that nasty happiness penalty.

    Archdruid makes every Naga Unit even Better! Those Naga are awesome already, but why not gve them have +2 RES and Mind control immunity (Beast Mastery)? And Make them cheaper to support as well (Wildlife refugee)!

    Brilliant.

    #125409

    Weltenreiter
    Member

    Hight Elf Warlord. Mass mounted archers with focus chamber. In v1.4 they got boost +2 dmg and Sprint ability. Focus chamber gives another +2 physical dmg and +1 shock dmg, so total they got +4 phys and +1 shock dmg boost.

    Not tested, but pretty sure it should be +2 shock.
    Once Focus Chamber opens the damage channel (which it does), I’m pretty sure the elven racial +1 ranged shock (which doesn’t open it, but applies when its open) kicks in.

    #125410

    M0rr1d1n
    Member

    @m0rr1d1n:

    They spawn the small elementals AND live again after combat?! :D

    You can’t really call it a solid combo though. Wizard towers are very rare and they are always guarded by a stack of six units of which at least 2 are Tier4. Also Divine Justicars is for lvl10 heroes/leaders, right?<br>
    So in MP it’s not a strategy at all and in SP it’s only a strategy for late mid to lategame.

    But that doesn’t make it any less awesome! ;)

    Well i think i can call it a solid combo, just not a rush or easy combo. Once you have it, its super effective, even if the hero dies but you win combat, he gets revived.

    #125451

    Gloweye
    Member

    <div class=”d4p-bbt-quote-title”>Vrrn wrote:</div>
    Hight Elf Warlord. Mass mounted archers with focus chamber. In v1.4 they got boost +2 dmg and Sprint ability. Focus chamber gives another +2 physical dmg and +1 shock dmg, so total they got +4 phys and +1 shock dmg boost.

    Not tested, but pretty sure it should be +2 shock.<br>
    Once Focus Chamber opens the damage channel (which it does), I’m pretty sure the elven racial +1 ranged shock (which doesn’t open it, but applies when its open) kicks in.

    This^^. At least, the racial bonus works for normal elven archers, should do the same for the mounted ones. And yes, the normals are tested.

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