waerloga the dragonlord
did anyone manage to beat him?
I've heard someone did ... with level 8 trained units that were buffed at the time of creation.
(armored knights I believe)
I have not (yet) however
That was me. I feel so special. I probably should have recorded it ^^; Protip, never stack melee units with more than one champion. Their xp will be shit
i still dont get this point
xp split but what changes?
i mean if i have A B C doing a quest giving 300 xp they split ok
if i give all 300 xp to A only he level up
so whats the advantage of this?
not counting many end level stuff is hard with a solo champion
1 champion and many mooks give many levels to said mooks.
IF you max the consitution of said mooks on level generation, they get INSANE amounts of HP by high levels ... therefore you have enough health to survive the Dragons ![]()
@ddd888
Regular units do not count towards the split xp mechanic but still have xp split. So this is the way the game works:
Scenario 1: 3 champions and 3 regular units (split xp by 3)
Scenario 2: 1 champion and 5 regular units (no split)
Scenario 1 Result: 120xp = 40 xp per unit
Scenario 2 Result: 120xp = 120 xp per unit.
By not grouping those champions together you triple the xp gains from regular units, and typically for a larger group of those units.
ok i get but i want to level up champions not units (at least in my current tactic)
also you level up a lot the first units which arent that great
last but not least units are very likely to die unless my champion can tank very well
it seems like and exploit to me anyway the way xp is split why not just split normally in equal parts no matter what?
back to the topic what stats you units had?
how could they pass 200 hp and 80 armor my sov had?
I think they had over 200 hp ... (as a total unit)
They were Squads of Armored Knights, built in the late game, but using late game quests to level (iirc)
I beat him as well but I kinda cheated. I summoned him with a throw away champion who then died. Then I tremored and froze him, which rduced his armies movement and iniative. I used spearmen with plate to delay him even more while my sovereign killed all his units with contagion that did 50-60 dmg per turn because I had like 7 death shard. I didn't get the quest victory though.
ah well ofc with many parties isnt hard but in the actual quest its quite tricky in that small dungeon with them having such high ini and speed
ill try some troops strategy maybe next time
I just tried him with a Sovereign 3 Champions and an army. Needless to say the dragons Ripped off everyones heads and then went bowling with them.
I actually did beat this in v.77, but back then you could get a sovereign and champions into lvl 25-30. I'd say exp badly needs another tunning upward. Was in game turn 649 and was only able to get my sovereign up to lvl 12.
Loading up the game here:
The units were level 8 with 290 hp, 157 attack, 27 defense. They were using the lightning hammer (+1 attack per level) and a mix of plate+masterchain. I had 4 of them and a couple yewbowman. I think I managed to fight him in my territory though, so that was 180 attack, 34 defense.
To be perfectly honest I had no idea what I was getting myself into before the fight started. I would have arranged my army and champions differently if I was aware what was going to happen. If I had waited until the end of the techtree for champion armor or given them constituion instead of charge they would have been even stronger.
In any case 200 hp with your soveriegn is pretty boss. I couldn't even break 100 on mine without champion armor.
well the problem is the fight isnt much suited for mages or at least the usual combat mage with low armor get destroyed
its a fight for heavy armored ppl with lot of hp and stuff i dont know if its worth to use some mage equipped with plate anyway to throw some spell or just all fighters/hybrids
anyway my sovereign around lvl 10 could handle the fight, he could tank the boss for quite few turns so the lvl is not really the issue imo, just the party composition
maybe in the future they will add some defensive stuff for mages, like a sellf buff/shield or teleport to kite someway (there is already air teleport btw but dont think its enough)
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