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I use: 2 necromancers (ideally with the Lich Skull), a sorceress (for stun/daze), 3 Risen up front with shields, and Champions or Centurions for the rest. Depending on if the enemy is heavy on Centurions/knights or assassins, I swap mid and back row.
This will A] Let you use volleys despite not having light units, as Risen attack after heavies, B] self-sustain through the life-drain mechanism, including resurrecting any dead Risen units, and C] not care too much about magic fatigue as the skeletons + artifact get non-fatigue life-drain and sorceress stun does not care either.
Best of all, because Necromancers get a free Risen unit each, it is easy to max out this squad even on ludicrous difficulty. (Do make a necro squad leader, to avoid the inherent higher CAP cost.)
DLC missions give you enough gear to make 2 of these squads, though only 1 lich skull unfortunately.
Having 1 or 2 certainly doesn't hurt - its what i wound up doing. But rather than wasting an extra 3-4 high damage dealers on weakened targets, using a a few other units to clean up - and save the mages to soften up things in other squads.
As such - just a point to emphasize how much overkill we're dealing with. And just to add to that - blue and silver dragons sit in the same 0.65x to 0.75x range of scaling (reds sit at 0.85x)
To put it another way - you can sort of picture it where a class only has X% of the listed stat for calculations, where X is the scale factor. 60% of bea's magic though, is still a ton of damage - especially with the crit potential...
As for fatigue - fatigue's impact scales with difficulty, increasing significantly in ludicrous compared to any other difficulty. Realistically its not overly relevant here still, just given how much raw damage you are doing anyways - a % of that is still a crap ton. However taken with the fact you're already going to see alot of damage wasted anyways, as already mentioned - why waste even more with the extra effective fatigue drain?
Not going to comment on the bait squads as that's not a point i cared to touch on to begin with.
give it a try sometime, i was never as excited with a squad in this game as i was when i realized the meme beatrix 5 mage build was viable, and insanely powerful all around.
the issue is 3 fold - Volley Order, wasted potential, and Scaling
Mages have high scaling, meaning they have alot of damage potential, with the exact damage value ranging from 0.65 to 0.75 depending on mage. And land at 66-76 magic before affinity, homegrown bonuses, or items (higher magic for lower scaling)
Beatrix meanwhile only has 0.6. and maxes maxes at 84 magic,and hits 3x as many targets.
all of those attacks use the same volley segment, which means they end up wasting any damage on beating some dead horses regularly.
All of this amounts to a case of you do so much, that you're wasting most of your damage - and building fatigue in the process, rather than spreading it out.
Bea and other damage dealers - sure as hell does a ton of damage. But most of that will be lost.
Sorceress Templar Valkriye
Valkriye Fire Mage Sentinal
Thunder Mage Templar Valkriye
Replace the sentinal with a hero unit unless its the mage lady, hand of zanatus, or the thief guy
raiders are probably the best archer squad in the entire game. i have 2 squads of just raiders.
healer squads arent needed at all. after about 3, its just a waste of cap.
picking all LDR during create, will most likely overcap your LDR
DLC units are strong to a gamebreaking degree and no one cares if someone wins with them.
Barnabas mediocre leader?? interesting opinion....
beatrix not good with other magic fatigue units? shes actually insane with 5 other mage units.