Aerion Istari

Aerion Istari

Joined Member # 2394776
0 Posts 28 Replies 10,730 Reputation

I especially agree with #3!! In fact, it's totally ruining my enjoyment of the game. Or if XP gain is going to be so slow, then champions need to get two picks on level up instead of one and more than 5 options to choose from. Perhaps the first of the two picks is stat change and the second of the two picks some skill, ability or magic upgrade.

12 Replies 13,725 Views

Agree with Nakisisa. Before the latest initiative nerf to bows, I used to like to give my casters a bow so they could do some small amount of ranged damage when I didn't want them to burn mana. But now with the the archery initiative nerf AND the current state of Endless Mana (tm) the hit on initiative is too high and my caster's never want for mana to burn.

28 Replies 11,426 Views

The biggest problem I see with using Intelligence as "Initiative" for casters is that there are not really pure casters in the game. How do you mix them? How do you know whether to use Int or Init for a unit?

28 Replies 11,426 Views

[quote who="seanw3" reply="1" id="3091762"]Fireball has to be used by a Fire Mage that is specifically leveled to use that spell. You need a very high Initiative to make it worth the cost and still relevant during a battle. I can cast mine in the first round with a level 7 mage.[/quote] Exactly my point. Fireball wasn't broken. The Level Up traits that allow a mage to cast a fireball on first turn are what's broken. The first turn +10 to Initiative on first r

28 Replies 11,426 Views

I now consider the Fireball spell broken and won't be using it as it is now useless. I just fought a battle against a Hoarder Spider Army on Season 235. On my Sovereigns first initiatlve I started casting Fireball as it looked like an ideal situation to use it. The battle ended before the spell went off. I won the battle but my Sovereign contributed nothing and probably resulted in the loss of at least one unit (probably two) that I probably didn't need to lose

28 Replies 11,426 Views

[quote who="ddd888" reply="13" id="3090704"] Quoting Nakisisa, reply 9I have to agreed with Aerion Istari about the casting time. Several times I have cast fireball or blizzard only to have the battle finish before the spell goes off. you cant agree on something already proved wrong you probably lack the basic knowledge of the actual game or you are talking about very early game when champions are not

38 Replies 14,234 Views

I just played a version .85 game on Normal and was blown away by the amount of gold and mana I got. I had started using mana in combat totally unrestricted (fighting every monster or enemy I came across with two champion armies and casting every combat spell I could) and still had over 3000 mana. I think I had 8 Shards under my control towards the end. Don't get me wrong, I like having enough mana to be able to use mana in a fight, but to reach a point where I don't

10 Replies 4,637 Views

Thanks Heaven. I'll start with 25% and see how that feels. I don't want to go back to leveling up after every 2nd or 3rd fight, but I would like to actually get to some of the cooler level up rewards. I explored half of a large map and killed almost every beastie I found and not one of my champions had made it to level 9. I think they were all level 6 or 7 except for a couple of the recent adds that were level 5 or less.

6 Replies 4,420 Views

Fireball was only overpowered when able to cast it before any of the enemy is able to move. Once they start moving, it becomes a lot less useful as it become a gamble on whether you'll get enough of the enemy close enough together to make it worth while. As it stands now /.85 I will not use Fireball anymore because the casting time is too long. In the time I spend casting, I could have cast 2 or 3 Flame Darts and been sure to hit my target.

38 Replies 14,234 Views

After reading this and pondering it, I think I'm coming squarely down in the "best defense against kiting is to have your own ranged units" answer. This gives you a reason to make sure you have archers or spell casters in your armies. But I also think an attack should count the same as movement as far as counting towards your initiative. Meaning if you have two movement points, you can move twice or you can move once and attack. That also eliminates kit

218 Replies 400,596 Views

I think the bug was that it would not cross mid-field. Had it been able to pursue me, I would have been squished.

2 Replies 1,726 Views

What we don't like, Brad, is the heavy-handed approach Steam has. We don't like the idea that if Steam THINKS we've tried to rip them off (whether we did or not), they lock out our account forever and we lose the ability to play all our games that we paid for. We don't like having to expose our computers to an on-line client every time we play a game. I for one don't give a crap about multi-player features as I never play games multi-player. Not only wi

444 Replies 1,779,174 Views

[quote who="KingHobbit" reply="77" id="3086576"] quoting post We have gotten a lot of feedback with regards to the “first impression” elements of Fallen Enchantress. Part of that goal is to make it clear to players what the distinctions are between each faction and each sovereign. Visual Pass Across the board the art team has started to put in the Fallen Enchantress specific art assets. This effectively means the world will look quite diffe

100 Replies 251,375 Views

[quote quoting="post"] Champions are automatically able to cast spells. What makes the sovereign special – as a channeler – is they’re the ones with the ability to derive mana from the shards. All spell casters use the global pool supplied, ultimately, through your channeler. The bottom line, lots more magic being thrown around. [/quote] Please elaborate on this? I don't understand what this means to the game.

100 Replies 251,375 Views

In my first game, I fought this mega-monster in a Wildlands (I can't remember his name) that was like a huge walking tree with something like 600 HP. I was actually able to defeat it easily (though not quickly) by leaving all my units in their original, starting formation and killing it with ranged attacks. It would not cross the midpoint of the tactical map. It just stood there in mid-field and slowly died. The battle lasted 10-15 min and was boring as hell.

2 Replies 1,726 Views

Kiting is not the only time initiative matters. I've had casters with such high initiative, that I can nuke an entire formation with Fireballs before they ever move. Almost any system you choose is going to have advantages and disadvantages. Enabling kiting is the big disadvantages of Initiative. The best option I can think of to reduce this is to reduce the opportunities to increase your initiative. Though I take every advantage of it I can, I have t

218 Replies 400,596 Views

For pure tactical mayhem, it's hard to beat Fire. Flame Dart and Fireball are the bread and butter of any of my casters with the Fire School. Does anyone know what effect Spell Mastery has on magic? I always level it up when I get the chance but I'm not sure what effect it has.

5 Replies 3,232 Views

The thing that is most annoying about this is that high initiative units are often trapped behind low initiative units. It sort of eliminates the advantage of a high-initiative unit when that happens.

3 Replies 4,272 Views

I dumped every bit of Dodge into that champion I could and got his Dodge up to 49. He didn't have anything that gave +1 per level but he did have a cloak that gave him +12 Dodge.

3 Replies 2,607 Views