![]() ![]() Life stealing encourages you to risk your neck just to get healing.ģ.) 15 point ability to buy. Secondly, since you're normal hero that you design will be your leader there's a point where it's better to just stay in the back lines and spellcast or only deal deathblows on highly powerful units (nature elementals after tons of archer fire). Once you're at defense 10 you're not going to get hit very much and therefore won't need to use life stealing. First off your first bumps in stats should be defense. So if you are trading blows you're still losing a lot more than you're gaining.Ģ.) Limited time of usefullness. Name your hero "Count Dracula" or "Strahd" and go for the whole vampire motif.ġ.) You get hit for more than 1 hp when you get hit. No mana is spent and no 1/day abilities are used.Ģ.) Great for FC because the computer never uses Healing Water and this will heal you and keep you up longer.ģ.) If you're playing against a higher level AI then there will be lots of L1 or L2 stacks around to take out and get healing.Ĥ.) Better for dealing with small hp amounts which weaken you, but aren't really cost effective to treat with magic.ĥ.) Kind of cool in a "character" sense. ![]() Here is my take on the issue and I definitely invite other opinions!!!ġ.) Nothing put into the healing process. Basically, it has come to question which system of dealing with leader/hero damage is best. If you weren't following the thread that I had posted asking at what time during the campaign (after creation) you normally head for spellcasting II then you are probably not privvy to the discussion surrounding this post. Okay, since my thread has been usurped by this subject I thought I would start a new thread for general discussion on it :P.
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