![]() The hell? Tormentors do holy damage naturally, they're an incredibly powerful unit for necromancers because of this. I'm pretty sure that you are forced to be passive, and if you play agressive the AI just spawns in armies for the circle mages. Oh did i mention the regen? Because the little chip damage that i was dealing was getting healed (10 hp regen per turn aura). But the ai somehow allowed to stack up enough death resistance to hit 100% death res, and decent light and phys res iirc on his whole army. It was 100% a BS circumstance that well devs allowed to happen, but becomes less of an issue in late game. Sure, wisp spamming is going to be playing the game on easy mode. And since 90% of the necromancer army does death damage, and at week 13 you don't really have all the options you are listing, well circumstances decided to get me Fd. Well MY damage type was undead or dark or whatever it is called. You don't really need living units if you wanna deal other type of damage than death and physical - undead units can provide all kinds of dmg. Good army should have at least 3 different damage types, and better 4 or 5. Thats not to mentiona that most undead melee units do physical normal damage. Most archers (even undead one), can learn(with promotion) elemental, nature or even holy (!!!) arrrow. What's "your" damage type? Wisps do light element damage. And i mean 100% immunity to my damage type. Originally posted by PewSquare:I have been having fun so far, but the fun ended at week 13 when a army fully immune to death damage attacked my main spire.
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