Battlewise Wizard

28.08.2014 18:59 / comments: 1 / view: 2803 /



Today's article is about an alternative Wizard class (Battlewise Wizard, later - BW), which is available from 5 CL.

Battlewise wizard specializes as follows:

1) The "Mini-artifacts" racial ability is replaced with "Dominion of Magic". This ability increases the Lord's attack by (0.3+0.03*[faction skill level]) and the initiative of troops by (0.1+0.01*[faction skill level])% per Spell power and Knowledge point;

2) An entirely different recruit count and an alternative set of upgrades;

3) The central talent of Battlewise wizards is Magic Control. With this talent learned, the troops are insusceptible to daMaging spells of their commanding Lord.



5 CL


Castle

On 5 CL we have 3 new buildings: Mage Tower, Magic Guild Level 1 and Gremlin Manufacture.


Magi are really important for any kind of Wizard, not only because of their Magic Punch, which deals 20 damage if you have 1 Magi in your stack, 32 if you have 2 etc. , but also for their Magic shot, which can deal a high damage to several enemy's stacks if you have a good attack power.

If you choose the BW class, you will have alternative Gremlins- Gremlin Wreckers. Gremlin Wreckers are another essential stack for BW, because of the following advantages:

1) They have high initiative, it allows them to shoot first.

2) They can deal a large amount of damage, if you have enough Gremlin-Wreckers and you have enhanced attack power.

3) Undermine is the main Gremlin Wreckers' ability. They are setting up a trap, which doesn't have a time limit. This means that the trap can stay at the same place until the end of the battle. When an enemy stack steps into it, it takes 2 earth elemental damage for each Gremlin Wrecker in the stack that setted up that trap. It also begins to take 1-25% more Magic damage from any source, (1% for each Gremlin Wrecker that setted up the trap, up to 25)


Note: If you switch to Battlewise Wizard, you will be able to cast only Chaos Magic spells.


Talents

On 5 CL you have 10 talent points.

The best thing to do with those points will be to take Basic Chaos Magic, or Basic Fortune. I am going to explain why:

Basic Sorcery and Magic Control are useless, Basic Erudition will give you only one parameter, Basic offense will give you only +10% more melee damage (it isn't a lot) and Leadership will work only for 2 stacks (Magi and Gremlins), while basic fortune will give you 10% chance of dealing double damage. If you think that all you need is leadership you can try to take it, as it is always up to you.


Army

If you are a BW, you can forget about maximizing Gargoyles, as well as, there are no more long-trip-Gargoyles flights, defence-in-corners tactics and long boring games.

The best army set on 5 CL for BW is:

• 55 Gremlin Wreckers

• 20 Golems

• 5 Magi


This set works well in all guilds and PvP battles.

You should put Gremlins in a corner, divide up Magi making 1 in each stack and place Golems near so that they can strike if needed.

If you are on a huge field (e.g. 3 vs 3) you can try using the Magic shot as the main Magi's ability, in that case you shouldn't split Magi up, it will deal massive damage to all stacks in a lane (be careful and don't damage your own creatures) and if luck befalls on Magi, that damage will be doubled! The worst thing in this tactics is the fact that players usually focus on Magi first. You might not have another chance to shoot with your Magi, in that case. Don't forget to place mine-traps with your Gremlins, in every single battle!!!


Artifacts

When you are choosing your parameters, put 2 points to spell power and 3 points to knowledge.

Set of artifacts:

• Combat Staff

• Shield Of Glory

• Galoshes of Battle

• 2 Rings of Ambition

• Hauberk

• Cape of Spirits

• Amulet of Luck

• Wizard Cap


With this set of artifacts a BW will have the following parameters (With out counting guilds bonuses):

3

11

5

3

1


Also there is a bonus from faction skill +3 and +1% (at faction skill level 3)

Also your guilds will enhance these bonuses. If you chose Basic Erudition you will have +1 parameter of your choice.


PvP battles


Knights

If you are fighting against a Knight you should split your Magi: 1 in each stack. You should focus on Bowmen as they will focus on your Magi and Gremlins. After that target Griffins as they are high-initiative creatures. Swordsmen aren't hard to kill. It is relatively simple to make them go into a mine-trap and then finish them up with Golems and Magi.

Victory

Defeat


Mistakes: Losing long-range fight, wrong priority, players are afraid to attack with Golems.


Holy Knights

It is hard to fight against Holy Knights but you still can win.

Since Holy Knights have a lot of high-initiative Griffins, you should aim at them, if there are no Bowmen. It is really important to guess correctly where to place the mine-trap (you can see that in the fight example).

Don't forget that the trap increases the spell damage.

Victory

Defeat


Mistakes: too little Knowledge, hence not enough mana, wrong "turtle" (supposed to be made of Magi instead of using Golems which will increase Magic punch damage) setting up the mine trap while there are a lot of 1-creature-stacks on the battlefield.


Necromancer

In the battle example below the player doesn't have Gremlin wreckers, so this tactics is explained in general terms. If Magi's turn is before Vampires' turn, then focus on Skeleton archers, and then either finish them up with your Lord or attack Vampires. Your defence is relatively high so don't be afraid of Ghosts. After you have weaken Vampires focus on Ghosts with your Magi and your Lord. In that case a Necromancer won't be able to resurrect his army.

Victory

Defeat


Mistakes: Wrong trap setup, defeat in a long range fight, shooting Ghosts with Gremlins (remember you can miss them).


Unholy Necromancer

Focus on Ghosts with your Lord, and on vampires with your Magi. After vampires come close enough attack them with Golems. Vampires won't be able to restore their health from Golems. Don't forget the traps!

Victory

Defeat


Tips: Don't change the priorities with your Lord, don't use your Magic punches on ghosts as it is not a 100% chance of daMaging them. If you kill an enemy stack place one of your creatures on top of that stack, so that it willn't be reserected.


Mage (standard class)

It's better to split up Magi by 2, so you will kill 1 enemy mage with your Magic punch, and at the same time your Magi will survive enemy Magi's punches. You can also cast "spikes" on enemy's Magi, so that you will get rid of them quickly. Don't be afraid to attack with Golems and Gargoyles, since yours have more damage. Gremlin wreckers are extremely useful, as their Magic trap on enemy Golems will make it easier to kill them.

Victory

Defeat


Mistakes: too many knowledge points, not enough Gremlins, lost in a long range battle (initiative bar order)


Mage (BW class)

These fights are the hardest as you have to fight against the same army. The main factor in these battles is initiative bars. If "Miss Fortune" is on your side, your Magi and Gremlins will have their turn before the enemy's ones. Focus on enemy's Magi with your Magi, you can even cast "spikes" on them with your Lord. Target enemy's Gremlins or setup a trap for enemy's Golems with your Gremlins . The best target for your Lord are Gremlins, since Golems have a 50% Magic resistance.

Battle examples:

//www.lordswm.com/war.php?lt=-1&warid=622835276

//www.lordswm.com/war.php?lt=-1&warid=623191631


There were no mistakes. A perfect example on how morale and ATB-scale will help you to win/loose an equal battle.


Elf

Fights against Elves are initiative races. You should have the same "turtle" with Gremlins. Keep in mind that you have an initiative advantage. Target Elven bowmen with your Gremlins and Magi, finish them with your Lord. When Forest keepers come closer, try to make them walk into a trap. Continue killing enemy's Bowmen with your Lord, (you can use "spikes" if it is more efficient). Keep the turtle, until you weaken the enemy enough and then strike.

Victory


It’s really hard to loose fighting against Elves.


Barbarian

Classic Barbarian is a quite strong opponent. Aim at Orcs with your Magi and Lord, set up traps on Wolves/Goblins/Ogres. Ogres are really slow and tanky so you will want to kill them last.

Victory

Defeat


Mistakes: wrong turtle setup; wrong trap placements; wrong targets; wasting traps on 1-creature-stacks, while a normal shot can be used on Goblins.


Fury barbarian

The most important thing is to shoot first. Focus only on Goblin-archers and Orcs, kill as many as you can until Ogres and Wolves come really close. Setup traps for Wolves, then for Ogres. If you realize that you don't have enough time to kill all the shooters switch focus to Wolves and Ogres.

There is a small chance to lose.

//www.lordswm.com/war.php?lt=-1&warid=623452085


Shadow barbarians are really rare on this level so we won't talk about them.


Dark elf

Dark elves have Chaos magic and high initiative.

Focus on Rogues with Magi, and on Lizards with your Lord. Use Golems to protect the "turtle". Try to catch Minotaurs and Lizards in your traps, since shots won't deal much damage to them.

It’s quite hard to loose.

//www.lordswm.com/war.php?lt=-1&warid=622928183


Demon

Don't worry about the gates and keep your turtle. Don't forget that you are defending and waiting for your enemy to attack. Aim at Succubi with your Magi, focus on Hounds with your Lord and set up traps for Hounds or Spawns (whatever you prefer).

It’s hard to loose.

//www.lordswm.com/war.php?lt=-1&warid=622819894


Darkness demon

Darkness demons are tankier than ordinary ones, but they don't have the "Gate" ability. Vermins are your priority, so focus on them with your Lord, otherwise you are risking to loose all your mana. Kill Succubi with your Magi, then target Hounds/Vermins with Gremlins, and kill Demons with your Golems. Don't be afraid to use Golems as they are your most powerfull melee stack.

Victory

Defeat


Mistakes: wrong shot on Vermins which resulted in mana loss, setting up traps with one-creature-stacks on the battlefield .


Dwarf

Dwarfs are tanky, they can get and kill you anywhere. The best thing is to focus on Brawlers as they have high initiative. Don't be afraid of "Bears" as they are huge creatures, this fact makes it hard for them to break your turtle. Don't waste shots on Veterans. It will be better to use traps on them.

Victory

Defeat


Mistakes: weak turtle, the player didn't focus on Brawlers during the first turns, too little mana and useless traps.


Tribal

Battles against Tribals are quite easy for BW. All you need to do is to focus on Centaurs with your Magi and Lord. You can shoot Centaurs with Gremlin wreckers or try to catch Invaders with traps. Don't pay attention to Shamans, as it will take you quite a long time, while Invaders will come and destroy your army.

Victory


It’s hard to loose.

Remember, if you are a Battlewise Wizard you can win any battle on 5 CL. Just read some guides, practice and no one will be able to stop you. Good luck!



6 CL


Castle

There aren't many new buildings in your castle. The only new buildings are Blacksmith and an upgrade for Gargoyles (Enchanted Parapet). Blacksmith is quite useless unlike Enchanted parapet. Enchanted parapet is quite expensive (20 diamonds, or 300000 gold), but Grotesques have higher parameters as well as several Vulnerability Auras (Air, Water, Fire), it means that if a stack of Grotesques stands by an enemy stack, spell damage will be 50% higher. This is one of the main units for BW, so you should build it on 6 or 8 CL.


Army

On 6 CL you have 2 options:

1) 62 Gremlin wreckers, 24 Golems, 7 Magi

2) 63 Gremlin wreckers, 2 Gargoyles, 22 Golems, 7 Magi


The second option is for taking away retaliation and for using auras (in case you have upgraded Gargoyles)


Talents

On 6 CL you have just 15 talent points so the best options are:

1) Basic erudition+ Magic control

2) Basic Fortune

3) Basic Chaos Magic


I recommend to keep Basic Chaos Magic.


Artifacts

We have 2 points in spell power and 3 points in knowledge, so on 6 CL you should put your new +1 to spell power.

Artifacts on 6 CL are similar to 5 CL. Instead of combat staff take Equilibrium Blade. It is good to have 2 Rings of Abdication, since you want to shoot first in any battle.

So your parameters on 6 CL are (without guilds’ bonuses):


4

11

5

3

1


+ bonus from faction skill: 3 , 1% .


PvP battles

You should use the same tactics as on 5 CL since you don't have many changes in your parameters and army.


Tips:

1) If you have upgraded your Gargoyles, you can fly with them to the enemy's stacks, so you can deal high damage with your Lord and block the enemy's shooters.

2) Your Lord can deal 75% more damage with spells. In order to do that, the enemy's stack needs to go through a trap and then you need to put a Grotesque by that stack. In that case your trap will give an increase by 25% and Grotesques - another 50%.


Good luck!!!



7 CL


On 7 CL your Lord and army become much stronger.


Castle

On 7 CL you can build Fort. It increases your army by 25%. You can also build an Underground Depot, which is not included in this article as it only gives you 10 new slots in your inventory. Since our faction is Battlewise Wizard, an army increase is very useful.


Army

You have 2 different ways to set your army: max Gargoyles or max Golems.

1) 69 Gremlin Wreckers, 32 Grotesques, 11 Magi (you can change the amount of Grotesques and Gremlins)

2) 84 Gremlin Wreckers, 31 Golems, 11 Magi.


First option will be useful if you want to maximize your spell damage, but it will be hard to kill creatures with Magic resistance, e.g. Golems.

Second option will work if you are maximizing your attack damage, or you want to have both spell damage and be able to do a melee strike.


Talents

Now you have 20 talent points, so you can make a "talent chain" (take several talents from one brunch)

Here are the best talent chains for BW on 7th level:

1) Basic fortune+ Advanced fortune - if you are counting on your luck

2) Basic chaos + Advanced chaos- if you want to deal high spell damage and play with defensive tactics

3) Basic sorcery + Mana recovery - if you don't have enough mana and you want to increase initiative of your Lord

4) Basic Leadership + Rally-bigger army - more damage (you will have more Golems, Gargoyles and Gremlins)

5) Basic Erudition+ Advanced Erudition - more parameters, more attack/spell power.


The best thing, in my opinion, is Basic Chaos+ Advanced Chaos, as it will significantly increase your damage moreover if you already have Grotesques and Gremlin wreckers.

I am sure, that the best army set is the second one. You can change it in order to have a couple of Grotesques if you have upgraded them already.


Artifacts

Here you will have to choose whether to go for spell damage or melee damage:

1) If you decided to be an attacker:

• Sword of Might

• Steel Helmet

• Pendant of Despair

• Steel Cuirass

• Cape of Winds/Longbow

• Dragon shield

• Steel boots

• 2x Ring of abdication


So here are our parameters with attacking build: 7 14

If you have old parameters (those that have points in spell power and knowledge) you will have about +3 and +1% as a bonus.

Otherwise you can move all your parameter points to "Attack".

If you have an attacker build you should take one of the following talent chains:

Basic Leadership + Rally/Basic fortune+ Advanced fortune/ Basic attack+Battle fury

Army: 84 Gremlin-wreckers, 31 Golems, 11 Magi


2) If you decided to max you spell damage:

• Staff of Power

• Wizard Helmet

• Pendant of Despair

• Steel Cuirass

• Cape of Winds/Cape of Spirits

• Dragon shield

• Steel boots

• 2x Prophet ring


Build parameters:

2

15

9

6

+ level parameter points

+ bonus from faction skill (+7 , +2% ) on skill level 6.


These artifacts perfectly combine spell damage with attack damage. Some say that this is the main purpose of BW.

Talent chains: Basic chaos + Advanced chaos/ Basic sorcery + Mana recovery (I assume that chaos chain is the best)

Tips:

1) You can use both army sets equally. It is not essential to use Golems with attacking build and Grotesques with Chaos build, you can do whatever you feel like.

2) I will say that Chaos build is the best, since it gives you attack power anyway. The only weakness of that build is initiative, as it is quite low.


PvP battles


Knight (basic class)

Set up traps for Griffins. Try to split your forces between Griffins and Bowmen. Finish Bowmen with your Lord. If Griffins are close, shoot them, unless you know exactly where they are going to fly. Setup up a trap for them, in that case. When Swordsmen are close, focus on them since Griffins and Swordsmen will be almost dead. Target them with your traps, hero, Magi (if you still have some left). You can also hit them with Golems after taking away retaliation or if there are relatively weak.

Victory

Defeat


Mistakes: No Gremlins!!! The player let Swordsmen kill Golems.


Holy Knight

If your enemy has a lot of Bowmen focus on them (moreover if they are upgraded), since they are one of the most dangerous stacks. When you finish with Bowmen, switch your priority to Griffins, since they are out killing your army already. Don't be afraid to attack with your Golems. Set up traps for Griffins or Swordsmen when Griffins are down.

Victory

Defeat


Mistakes: Player is attacking bowmen with Magi while they weren't dangerous. Player doesn't set up traps during the first turns of the battle and wastes that turn to kill 4 Bowmen, tries to flee with Golems and Gremlins.


Necromancer (debuffer and attacker)

Focus on Skeletal bowmen with your Magi, while you can do it. You can hit Vampires with your Lord, since you can't kill Skeletons during the first turn. Ghosts stack is much bigger so attack them either with your spells, or if you are sure that you won't miss. Attack Vampires/Zombies with your Golems, so they won't regenerate. Keep striking Ghosts/Skeletons with your Lord.

Victory

Victory


It is hard to loose to any classic necromancer playing BW.


Unholy necromancer

From the first sight it looks like that: "OMG! He has so much army and he is going to resurrect it!!! I am going out of here!" But tactics is pretty simple. You have a fat stack of Golems/Gargoyles. Target Vampires with traps, Lord and "Punches". You have to kill Vampires and put your stack on them in order to prevent resurrection.

Victory

Defeat


Mistakes: Player didn't cover enemy's dead stacks with his own stacks, made wrong traps, coulnd’t deal with resurrection.


Mage (classic)

If your enemy has upgraded Gargoyles, the battle will be long. Focus on enemy's Magi with your Magi and Lord, set up a trap for Golems. Attack with your Golems and don't forget that you have an advantage since you have bonus attack from your faction skill.

Victory


It is hard to loose because of extra parameters.


Mage (BW)

A mirror fight. On 7 CL it will be even worse. Aim at enemy's Magi, after that use Punches on Golems/Gargoyles. Aim at Gremlins/Gargoyles. When you kill some of enemy's Golems, attack them with your own Golems, so you will have the first strike. Don't forget about traps in order to increase spell damage.

Battle examples:

//www.lordswm.com/war.php?lt=-1&warid=623492405

//www.lordswm.com/war.php?lt=-1&warid=623170372


There weren't any mistakes here.


Elves

It's even harder to fight against Elves now. If you understand that you are loosing a long range fight, start to focus on Forest keepers. If you have Golems, then it will be enough to use one spell on Keepers and then swich prority to Druids and Bowmen. It will take a long time for Elves to kill Golems by shooting them, but Forest keepers with critical strike are really dangerous

Victory


It’s hard to loose, unless your opponent is lucky with critical strike, fortune or morale.


Barbarians

Split Gremlin wreckers and Magi. The more traps you have - the better, as it is really important to increase your spell damage. Kill Orcs while you have time, but once enemy's Goblins/Wolves/Ogres are close, focus on them.

Victory

Defeat


Mistakes: Golems were inside the turtle, wrong traps, wrong priorities and set up.


Other variations of Barbarians are really rare on these levels. But if you will fight against one with an early second upgrade, then set up traps and kill Orcs/Goblins with Magi.


Dark elves (attacker+ early upgrade)

Put Gremlins in corners and in "turtle", set up the rest of your army on the furthest end. Target Shrews then Lizards and set up traps for Lizards or Minotaurs. Wait with your stacks, if you have Grotesques put them close to enemy's stack to deal more damage. Kill Shrews or Lizards with your Lord. Leave Minotaurs until the end, as they are tanky but quite slow.

Victory

Defeat


Mistakes: No Gremlin wreckers, no turtles, Shrews reduce your chances to win by 80%.


Dark elves (Chaosers)

In the beginning of the battle focus on Rogues, or Lizards. If you kill Lizards quickly, Rogues become useless and Minotaurs are far away. Attack with Golems, finish stacks up with your Lord or use spikes on Rogues.

Victory


It’s hard to loose.


Demon (classic)

Demon is a good and fast attacker, moreover he has a gate ability. While you have your Magi, attack Succubi, then you can kill them with your Lord. Setup traps for Hounds/Spawns, when they get close attack the strongest unit (presumably Hounds) with your Golems. Don't pay attention to gates at all, focus only on a real army.

Victory

Defeat


Mistakes: Wrong set up, no turtle against gates, not enough mana, early strikes.


Darkness demon

Target Succubi or Vermins. Set up traps for Vermins/Hounds. Strike them with your Golems. Focus on Succubi with your Lord. A really good thing is that Darkness demons don't have the gate ability.

Victory


It is an average battle, you will win.


Dwarf

Make one big turtle, or 2 turtles in corners. Split Gremlins into 2 stacks and put one Gremlin stack inside of each turtle. Set up traps immediately, Brawlers and "Bears" will use runes. Shoot them as many times as possible, strike them with Golems, kill them with your Lord.

Victory

Defeat


Mistakes: Bad turtle setup, player lets the enemy use spikes on Magi.


Tribal

It is better to split Gremlins into 2 stacks, in order to setup more traps. Focus on Centaurs with your Magi. Keep setting up traps to keep tribal-blood-ability low and increase spell damage on creatures. Use spells wisely.

Victory

Defeat


Mistakes: wrong traps' setup (2 traps on one square), wrong priority (Invaders are more dangerous than Centaurs).




And remember, you can win any battle!

Good luck!



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