Optimal research path for the 'Assassin' Wraith

Hi, everyone, my first post. I came across an interesting idea here for a super-dodging Assassin Wraith (if anyone has a link to the original thread, could you post it, can't find it again). I gave it a try for a while yesterday and it seems to work well. Now I'd like to embark on a more serious, full playthrough with the build, and I was wondering if there is a particular research path that is best suited for it. Should I focus on Magic, Warfare or Civics? Or maybe it doesn't really matter for this build type? 

(after researching Charms right at the start, so you can get the +10 Dodge Monk Robe)

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Reply #1 Top

Wraith Assassin is really good, still need to find good weapons to support that playstyle. As far as research is concerned, I think Magic would be the best option for all the equipment that increases dodge. I also suggest to pick Air magic at the beginning and make finding Air shards a priority because of the Dodge spell.

Reply #2 Top

Good tips about Air Magic and the evade spell.   The first traits to pick are also the dodge line as well.

 

I usually went up the critical line of traits after that but this latest playthrough I'm trying the ignore defense line first.  I don't think it matters a whole lot either way.

 

A couple of games ago, I found an Overpower weapon and was regularly doing 800ish damage on the frequent crits to trained troops.  With eviscerate you can ensure a crit is done as well of course.

Reply #3 Top

Usually it doesn't matter what path you specialize in. However, Civilization for research, and conclaves to reap the best benefits are a good starting point. That makes you get stuff like Destiny's Gift (3hp or 1 initiative or 1 attack) sooner, and as such can make your sovereign a real killing machine. Death magic 5 for Blood Rage works very well too, and you can get that sooner. 

Reply #4 Top

For my race I usually run Wraiths with Lucky, Master Scouts, Adepts for the extra starting mana, one more advantage (currently Enchanters, but it varies) and no ranged weapons. My sovereign starts with General (bonus xp), Air Disciple (evade & tutelage), Discipline, Brilliant, Wealthy, Might and Cruel. I've been considering dropping Might and something else (Wealthy, probably) for Water apprentice (Inspiration!).

I research Charms first because I have terrible luck with items, then Civics, Restoration, Knowledge, and Trading (for the roads). By then I'm sick of walking so I get Training, Drills and Mounted Warfare, then back for Administration, Mining and Agriculture.

 

Reply #5 Top


Iv'e been sticking with Air and buying the additional tomes from Queen Porcupine.  So I end up with several talents to use and not a whole lot of exciting options.  Disciple and Brilliant are givens but the others kind of change.