Age of wonders 3 sorcerer setup10/6/2023 Orcs could benefit from either Wind or Destruction mastery(again, to diminish the impact of "dislikes" as well as supporting their lack of ranged strengths). Dwarfs definately synergizes with Fire adept(oil) quite well and would also make it possible for the dwarfs to like Tropical(which they usually dislike). I "usually" go for creation mastery, but maybe more aggressive magic specializations would be better? I know this is highly individual from player to player, and also depends on what type of map you are playing, and how you plan to interact with others are going to be(creation/destruction). The Sorcerer can generally compensate for some of the weaknesses of these races(mobility, ranged combat), while at the same time enhancing their strong sides as well.ΔΆ) Specializations. In addition, both races have fairly strong tier 3 units that can benefit from potential stuns a lot(they are not good at flanking themselves), and their inherent support units are fairly robust and provide you with an alternative damage type and additional supportive effects(Noxious/poison/immolation). They also have a decent amount of spells which enhance melee in some way(static electricity, which grant all allied units static shield, while decreasing lightning resistance of enemies). Which is good, because Orc and Dwarf units are fairly good on their own. The reason? Well, Sorcerers are, from what I have read, less dependent on class-race synergies(most of their synergies are between their summons, and support units, which they can provide themselves). I am considering either playing an Orc or Dwarf sorcerer. Now I am about to try out the Sorcerer, but I am a bit uncertain on what "specifications" I should choose for my magelord. So I have been playing this game a little bit now(only vanilla), and have mostly been playing Theocrat, Warlord and Dreadnought.
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