Wisps are a nice aid for clearing and good scouts in 1, and Phatasm Warriors are phantastic for all your clearing needs. Автор сообщения: jaccovandorpSorc got much more reliable summons. It means you can divide and conquer, picking apart enemies when they're out of position and scattered. Druids can usually decide when the battles take place, which is a huge advantage. Hunters and Shaman are excellent ambushers, especially after Long Strider has been researched. Druids are also better at ambushing, generally having less summoned units than sorcerers but more mobility. Healing really helps in clearing to reduce losses and helps to get an early start. On the other hand Druid gets healing on the hero and better concealment options. Sorcerers also build lots of shrines and temples but they get somewhat more utility out of it with stunning phasing supports. Archdruid is usually starved for mana, in between paying for upkeep for summons, growing trees (either by Terraforming or by casting Wild Growth), and summoning druids have a lot of mana expenses and need a lot of shrines to support that mana economy. Once you get that upgrade Sorcerer can spam spells much more freely than Archdruid. One of the main differences is that Sorc gets that Empire upgrade that boosts the mana income massively, not sure on the name.
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