![]() ![]() ![]() 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. A powerful enough sorceror can summon armies of powerful units faster than most cities can.So I have been playing this game a little bit now(only vanilla), and have mostly been playing Theocrat, Warlord and Dreadnought. Sorcerors have access to only one class specific unit, but can summon a variety of powerful creatures. The sorceror relies heavily on spellcasting for both defense and offense, and can employ skills and buildings to help accrue mana to that end. The Sorcerer wields a wide arsenal of combat invocations and unit and domain enchantments. Seeking to unravel the mysteries of cosmos, they’ve learned to directly tap into the mana currents and wield magic in its purest form.The Sorcerer summons magical creatures ranging from shock Wisps to extra-dimensional Eldritch Horrors. ![]() After the ascension of the ancient Wizard Kings at the end of the Second Age, a new breed of magicians, called Sorcerers, claimed power. ![]()
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