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Seraphs are, in my opinion, unstable... Which other unit has such a wide range of damage as they do? And both Divine Punishment and Deflect can be used against them, but Resurrection is permanent)))
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Seraphs are, in my opinion, unstable... Which other unit has such a wide range of damage as they do? And both Divine Punishment and Deflect can be used against them, but Resurrection is permanent)))
Personally, I upgrade swordsmen into monks – that’s a powerful combination.
And as for angels and paladins, it’s better to have them.
Who should you send into attack before them, otherwise it’s a pity to put them in a position to take a counter-attack.
So back off your rules,
Back off your jive!
Cause I'm sick of not living,
To stay alive,
Leave me alone!
I'm not asking a lot -
I just don't want to be controlled,
That's all I want.
All I want!(с)The Offspring
Secondly, does anyone actually use the alternate griffons? If not, I'll say that they're not weak at all...
As for paladins and archons... I think the new mounts are better – very often you have to attack from two squares away, plus they deal more damage... you send them straight into battle, and the archons heal, that's all.
I'm saying it again, IMHO, the seraphim is not meant to support paladins. Sometimes it can hit harder than paladins, and besides, Divine Retribution is a powerful spell, even if it requires sacrifices from your own army.
If seraphim had retained vampirism, it would have been overpowered.
So back off your rules,
Back off your jive!
Cause I'm sick of not living,
To stay alive,
Leave me alone!
I'm not asking a lot -
I just don't want to be controlled,
That's all I want.
All I want!(с)The Offspring
Personally, I upgrade swordsmen into monks – that’s powerful.
And as for angels and paladins, it’s better that way.
Who should be sent into attack against them, because it’s a pity to put them in a position where they’ll take a counterattack.
A Paladin is generally designed to fight against a dark mage. He is immune to Berserk and can dispel spells. But what's the point of these abilities against, say, a Chaos Knight?
Well, I think it's to remove negative effects from Chaos, such as reducing defense by 50% or freezing for 0.3 turns. That's why.