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Partie actuelle Academy game for non-Veterans (Organisé par Hiliadan) - PBEM

Quand tout le monde connaît les valeurs (classes / races, dirigeants) d'autrui ou à la fin du jeu, les valeurs peuvent être mises à jour sur cette page, de quoi nourrir les statistiques méta (s'il vous plaît éviter de révéler vos valeurs ou un autre joueur quand il peut fournir des informations stratégiques à vos adversaires).

user
Publié le Tue, 15 Aug 2017 11:11:05 +0200

Of course we will turn off the timer for you!
Hopefully it will be fixed quickly and not so expensive for you!

user
Publié le Mon, 14 Aug 2017 19:20:19 +0200

Reposting this message from another game blog:

Hey guys, unfortunately my laptop's hard drive may be fried so I won't be able to do my turns for awhile . I'm in the process of getting it repaired. If all goes as planned, it should be up and running sometime this week.

Would it be possible to turn off the timer for this week? If not, that's fine too but I wouldn't want to waste anyone's time by being a weak faction and slowing down my team, if you know what I mean.

user
Publié le Sun, 13 Aug 2017 06:34:11 +0200

Twisting Roots is only for manual combat. The AI probably does not use it wisely in auto but that should not cause too much trouble either (especially if the opposing AI tries to disjunct it).

Free Movement can be good even for a secondary, support, AD, because it allows to use it to scout and to take the sites in difficult terrain (wetland, forest) to save movement for the rest of the stack. Of course, it depends on your race too. If you play Goblin, it may make less sense because your troops already have wetland walking for instance. But at the same time, Free Movement can be necessary for AD UG if they're not Goblin or Dwarf, to follow the rest of the army.

Zytozid, I think you undervalue AD's spells, just like I did in the past. Some are not that situational actually and can be really good to clear stuff.

Call Lightning can be good for its long range but I feel like in mid and late game, you can as well use some mana to engage fights with independents. And in auto, it might not be that good. I'm not saying it's bad and I think it's relatively well balanced with situations where you want to take it and some where you don't, but recently I'm thinking I'd better not take it and keep the points for other stuff.

Also, I forgot to mention but I almost always take Entangling Touch. As with all other "crowd control" ability, it is key to allow nasty tricks, and it can also sometimes save a situation (but of course, the issue is that it's partly based on luck!).

user
Publié le Thu, 10 Aug 2017 12:06:05 +0200

I actually like AD less and less but that's probably because I play him wrong/too bad.

However, once I believe I had a live MP with some friends and I was able to push the AD hero up to the spell "call beast horde". The spell can be banned which doesn't make him too useful in fights against human players/enemy factions but against all independent units, it's pure gold. If somehow your enemy leader is not having any cp left, it's also incredible in a fight against them. If you're lucky and you spawn one or 2 spiders that can web in round 1, it can change the outcome of a fight completely.

Still it's hard to get there, because I do not find the other combat spells of archdruid too appealing, they are very situational.

user
Publié le Wed, 09 Aug 2017 09:51:29 +0200

The debate around AD can be very interesting!
In my opinion it's all about timings and other factors, such as what is your leaders class?
For a Rogue, Sorceror or Dreadnought I always go for the army leader skills with the AD, as the early skills favours healing (at lvl 3 you get both natural healer and nourishing meal) and once you pick natural healer, you might as well go for the other army leading abilities? Also, if you play Draconian Warm at Night might be beneficial and as an High Elf, you might want to go for Natural Immunity. 

But as a general build, I prefer to take Nourishing meal, Free movement, Druidry 1-2 so you have 35cp, I wont bother going higher as most games wont go so far, but in a large map beast horde might be a viable option. I always take Call Lightning, if nothing else it's a great way to make the defenders attack without wasting mana, and you can get the additional stun as a bonus! Regrowth is more tricky, as you say, you need to have a melee oriented druid that have a lot of hp, which is quite rare. That's 10 points potentially spent better elsewhere. Call Ancestral Spirits can be very useful to save the battle or to drain movement points of a hard target, so I usually take that as well. Haven't experimented so much with twisting roots in high level sites, but that might be a very good option as well! Probably a under valued strategy that I will try!

user
Publié le Tue, 08 Aug 2017 21:14:05 +0200

Druid picks
I don't exactly know what the "classical AD" picking order is, but I only take swimming and free movement with AD if I plan to make him leader of his own little fast stack. If I do that I really like to take the leadership abilities too, he can give spirit, frost and blight protection, so if you let him lead a group of phantom warriors they have min. 40% protection against everything (with their inherent shock and phys. protection) except fire. But I often use him as secondary hero in my main stack as healer and caster and then I don't pick the free movement and swimming upgrades because he'll be fast enough anyways. Then I pick Druidry I and II and hornet swarm but I'm PBEM noob and in Live MP my druids rarely get to a level where they can pick beast horde or lightning and the like :/ Twisting roots is good for sure, just I doubt the AI uses it smart in autocombat...

user
Publié le Tue, 08 Aug 2017 17:47:05 +0200

When an ally is adjacent and enter battle with you, I think the AI controls it but otherwise you play normally. But I believe it actually never occurred to me.

New debate: caster AD vs "classical AD"
How many CP do you take for your AD in general and why? Which spells do you choose? Otherwise, what build do you prefer?

I used to always take Regrowth and Call Lightning but I'm starting to think it's often a bad choice. Regrowth's benefits are actually limited if you don't take a lot of HP and with max level 13, you can't get that many, except if you are lucky and have good items (Jack's Gift and the +15 HP Shield for instance). In auto, the AD can be killed in 1 round without being able to regrow. As of Call Lightning, it can also be used not that well in auto and it's also costly.
I almost always take Swimming and Free Movement, which allow some nasty moves.

I'm starting to appreciate more and more AD's spells, like Call Ancestral Spirit and Twisting Root, which can be very good for clearing.
Call Beast Horde look nice too for auto, but not sure.

user
Publié le Sun, 06 Aug 2017 16:17:30 +0200

Manual fight with Allies
Hei do you know what happens if an ally and I are standing next to independent units and I attack, will my allied forces be taken over by the AI? will the whole fight be autocombat? Will the I take control over his allied forces for the fight?

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