There is no way for archdruid to not build units that rely on posion, because a LOT of druid's units use poison attack.Įven If I fight Dreadnought in the open field, my 18 army of shamans, tier3-4 animals and horned gods will not beat a 24 unit army of dreadnoughts, flame tanks and cannons. Originally posted by Iguana-on-a-stick:If you're playing a druid, you should account for your weaknesses and for enemy strengths. The good news is that if you can get Wild Hunt up, you'll be immune to all their spirit damage and special attacks too, so it cuts both ways. Shock serpents are also pretty good, but you can't rely on getting those. And of course, your horned god's lightning and entangle strike can really ruin a dreadnought's day.įor necromancer banshees and reapers you'll need racial supports or tier 3s that deal elemental damage. Also, make liberal use of the rust strike spell. Fighting behind walls plays to their strengths. Your shamans are fast and can entangle their machines. Simple as that.įor dreadnought, I suggest not fighting sieges. If you're fighting poison immune enemies, you shouldn't build units that rely on poison damage, unless you have a way of dealing with that. If that worked, the game would be unbalanced. Shamans are good units, but you can't expect to spam them and then to beat Dreadnoughts at their own game. If you're playing a druid, you should account for your weaknesses and for enemy strengths.
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