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Having 1 or 2 certainly doesn't hurt - its what i wound up doing. But rather than wasting an extra 3-4 high damage dealers on weakened targets, using a a few other units to clean up - and save the mages to soften up things in other squads.
As such - just a point to emphasize how much overkill we're dealing with. And just to add to that - blue and silver dragons sit in the same 0.65x to 0.75x range of scaling (reds sit at 0.85x)
To put it another way - you can sort of picture it where a class only has X% of the listed stat for calculations, where X is the scale factor. 60% of bea's magic though, is still a ton of damage - especially with the crit potential...
As for fatigue - fatigue's impact scales with difficulty, increasing significantly in ludicrous compared to any other difficulty. Realistically its not overly relevant here still, just given how much raw damage you are doing anyways - a % of that is still a crap ton. However taken with the fact you're already going to see alot of damage wasted anyways, as already mentioned - why waste even more with the extra effective fatigue drain?
Not going to comment on the bait squads as that's not a point i cared to touch on to begin with.
give it a try sometime, i was never as excited with a squad in this game as i was when i realized the meme beatrix 5 mage build was viable, and insanely powerful all around.
the issue is 3 fold - Volley Order, wasted potential, and Scaling
Mages have high scaling, meaning they have alot of damage potential, with the exact damage value ranging from 0.65 to 0.75 depending on mage. And land at 66-76 magic before affinity, homegrown bonuses, or items (higher magic for lower scaling)
Beatrix meanwhile only has 0.6. and maxes maxes at 84 magic,and hits 3x as many targets.
all of those attacks use the same volley segment, which means they end up wasting any damage on beating some dead horses regularly.
All of this amounts to a case of you do so much, that you're wasting most of your damage - and building fatigue in the process, rather than spreading it out.
Bea and other damage dealers - sure as hell does a ton of damage. But most of that will be lost.
Sorceress Templar Valkriye
Valkriye Fire Mage Sentinal
Thunder Mage Templar Valkriye
Replace the sentinal with a hero unit unless its the mage lady, hand of zanatus, or the thief guy
raiders are probably the best archer squad in the entire game. i have 2 squads of just raiders.
healer squads arent needed at all. after about 3, its just a waste of cap.
picking all LDR during create, will most likely overcap your LDR
DLC units are strong to a gamebreaking degree and no one cares if someone wins with them.
Barnabas mediocre leader?? interesting opinion....
beatrix not good with other magic fatigue units? shes actually insane with 5 other mage units.
In ludicrous permadeath, the backbone of my army are Valkiries (heavy attack, horse, off battle heal) and Hussars (light attack, horse), running around with an oracle and 2 ice mages (kill squad, I use 11 to 13 of'em) or 2 sorceress (for my 2 balanced squads led by MC and Diana, to pull unit out of position and defend when you must).
A ball of 9 raiders led by Jules is my MVP for soloing whole maps if you put him on a wall (hello there chapter 26).
I also highly value light infantry (2 cats, 3 backstabbers, 2 rangers), they fuel your economy and deal stupid amount of damage to the boss, you can kill him in a single phase.
It's interesting to see how highly you value champions (only good with dragons) and swordmasters (entirely useless), your best units are my worse and vice versa, it's cool to see different playstyles :)