Auto-translated
I'm looking for the optimal build for an Orcish Mage, knowing that I'll be facing a Haven mage. I can't seem to find the perfect skill point distribution – I'm constantly wanting to change something. But there are some things that are stable for me right now, and I'll describe them.
I believe that it's more advantageous to play defensively than offensively. In this case, you can meet the opponent and be the first to attack a specific unit stack. Plus, goblins and cyclops will shoot at full strength. Therefore, the question arises: can you force Haven to attack, or will you have to do it yourself? I believe you can. Yes, Haven has the most powerful support abilities, but when it comes to ranged combat units, they are clearly inferior to Orcs. The Orcs have: 3 ranged units, one very powerful mage, and furies that also attack from a distance. Plus, you can attack with panthers on one turn and retreat on the next (you can protect them with earth elementals and their ability to inflict Slow).
Another factor in favor of a defensive tactic is the racial ability, Earth Idol, which increases both physical and magical defense of nearby units until the end of the battle.
Based on this, I go for a defensive build. If I can engage in an exchange of blows without moving away from the idol, the Haven army will gradually become smaller than the Orcish army, even despite their superior healing.
1. I always take Earth Magic level 3. Because for Orcs, this determines the strength of Path Skills + Restoration - the most powerful spell in the game, in my opinion.
2. Restoration. Because it restores a lot of health and because of Earth Magic level 3.
3. Dispel. Without this skill, the entire defensive strategy for Orcs would be a complete failure. As soon as the opponent casts two or more general spells, you can safely remove them from several units. It is especially important to remove general Restoration and Stone Skin from the opponent.
4. General Healing. Otherwise, it is simply impossible to outlast Haven.
5. Earth Elemental. Its Slow ability will allow panthers to make raids without the risk of being blinded and then taken down by the entire group.
6. Ambush. It is important to be able to cast first at the beginning of the turn, since after applying the racial ability, many other units will be able to move and attack the reinforced units.
7. Tactics 2. Otherwise, they simply won't gather near the Earth Idol, the furies and panthers won't be able to reach, and the centaurs will be blocked by someone later.
8. Guardian 2, Retaliation 2, Defense, Endurance 1. Since we are playing defensively, it would be a sin not to take them.
I'm not sure about the remaining skill points; I need to think more and experiment with a "strong" build.
If anyone has any thoughts, please share them.
I believe that it's more advantageous to play defensively than offensively. In this case, you can meet the opponent and be the first to attack a specific unit stack. Plus, goblins and cyclops will shoot at full strength. Therefore, the question arises: can you force Haven to attack, or will you have to do it yourself? I believe you can. Yes, Haven has the most powerful support abilities, but when it comes to ranged combat units, they are clearly inferior to Orcs. The Orcs have: 3 ranged units, one very powerful mage, and furies that also attack from a distance. Plus, you can attack with panthers on one turn and retreat on the next (you can protect them with earth elementals and their ability to inflict Slow).
Another factor in favor of a defensive tactic is the racial ability, Earth Idol, which increases both physical and magical defense of nearby units until the end of the battle.
Based on this, I go for a defensive build. If I can engage in an exchange of blows without moving away from the idol, the Haven army will gradually become smaller than the Orcish army, even despite their superior healing.
1. I always take Earth Magic level 3. Because for Orcs, this determines the strength of Path Skills + Restoration - the most powerful spell in the game, in my opinion.
2. Restoration. Because it restores a lot of health and because of Earth Magic level 3.
3. Dispel. Without this skill, the entire defensive strategy for Orcs would be a complete failure. As soon as the opponent casts two or more general spells, you can safely remove them from several units. It is especially important to remove general Restoration and Stone Skin from the opponent.
4. General Healing. Otherwise, it is simply impossible to outlast Haven.
5. Earth Elemental. Its Slow ability will allow panthers to make raids without the risk of being blinded and then taken down by the entire group.
6. Ambush. It is important to be able to cast first at the beginning of the turn, since after applying the racial ability, many other units will be able to move and attack the reinforced units.
7. Tactics 2. Otherwise, they simply won't gather near the Earth Idol, the furies and panthers won't be able to reach, and the centaurs will be blocked by someone later.
8. Guardian 2, Retaliation 2, Defense, Endurance 1. Since we are playing defensively, it would be a sin not to take them.
I'm not sure about the remaining skill points; I need to think more and experiment with a "strong" build.
If anyone has any thoughts, please share them.