
January 8th, 2004, 12:19 AM
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Sergeant
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Join Date: Sep 2003
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Re: Is Ghost Riders too powerful ?
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Originally posted by NTJedi:
Of course I see the value of keeping units... this spell is a perfect example!
With ghost riders NONE of my units or commanders are in danger plus the enemy is guaranteed to lose lots of units and/or army for a small price. (with the rare exception that frost/fire dome is in place)
Do you have any idea of how strong of an army is required to survive an attack from these guys. Even an army of 15 trolls with 10 archers would still take big losses... especially if they retreat because of the wraith lord.
AGAIN the cost of the spell compared with the power is way too good.
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I tested and didn't find it that impressive. I cast one on an indie with 50 light or heavy infantries, no priest. All the riders got minced within ten turns. The Wraith Lord fight on and finally scared away the others but most units escaped alive.
If you cast more than one and cut off the retreating path, that will be a good use of the spell. But otherwise, one or two doesn't look impressive to me.
And Death Level 4 is *not* a low requirement. There are two items to increase death, other than the artifacts: Skull Staff (10 gems) and Skull Mask (20 gems). Skull Mask is expensive, so to use this spell in large number, you basically need access to Death 3 mage. Only two nations (regular C'tis and Ashen Ermor) have that. Even Jotun and Broken Ermor need the right random pick!
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