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Raizoru

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Everything posted by Raizoru

  1. Nether warp is okay and all but you are overlooking another good option here: The Tunnel Network Deepcoil worm + Infused Burrow ritual and or the Tunnel building Attack damage buff from burrow ritual, healing from nature orbs and you just run your fast deepcoil worm out ahead turn it into a tunnel and BAM all your slow high damage frost units are instantly teleported across the whole map at once AND, deepcoil worm in tunnel mode counts as a structure so you can use homesoil thats even more bonus damage! also this only requires 1 nature orb (for healing too) so you can still add in a shadow orb for offering and buff spells. Side note, doing this is a lot of fun and I recommend using life weaving and revenge with maybe a regrowth on your deepcoil so it cant be easily killed if you charge it into enemies. Also optional, add a fire orb and use shrine of war for void power.
  2. Forget all that jazz, you wanna play pure fire? Don't worry about healing so much, healing is for people who can't let go of nature's hand holding play style. This works great on RPVE, using the various other buildings like mortar tower, makeshift and pyromaniac will help you with a lot of other Campaign maps T1 get Mine and suppression <=== stops willzappers or even spawners and other annoying stuff T2 = Firedancer or Fire Stalker with either Skyfire Drake or Blaster Cannon for anti air, Rallying Banner and lava field and possibly Wildfire (optional disenchant G to deal with freeze and paralyze on batariel or juggernaut to charge into camps) If you need a little extra sustain you can add in Ravage T3 = Juggernaut and both Unity spells, shrine of war, inferno, On some campaign maps sniping targets with spitfire works great as well T4 = Batariel, Fire Dragon and your choice of land unit, moloch for extra toughness paired with unity, Fire Worm for CC with its ability knockback and speed, or thunder wagon or magma fiend etc for a bit more micromanaging but aoe clear, Take Fire Sphere, Cluster Explosion (Infused) Earthshaker and optional Comet Catcher if you have the time You can also add in bloodthirst for additional support on batariel as it really keeps him going but I don't use it Charge a juggernaut in (or any 1 unit) and unleash all your spells to kill the spawn building and clear most of the harder camps and "soften" your enemies, for easier camps just rush in your units with unity and their abilities build rallying banners along the way as rally points to summon new units at when the old ones are killed and you can also stop briefly at the banner to let your units recover Only summon 3 or 4 units at a time no more then 5 as thats Unity's max and also so you have the spare power to Nuke enemies with your spells and sharing life points between all your units with unity will usually let them live just long enough to annihilate everything clean up whats left with explosions of various kinds. And people think pure fire is hard (ノ◕ヮ◕)ノ*:・゚✧ Just play aggressive and go for the most DPS and kill the enemy units first
  3. NAME: [Benevolent Mo Ability"] SEVERITY: high LOCATION: anywhere/rpve maps REPRODUCIBILITY: 100% reproducible DESCRIPTION: The Anti Debuff from incredible Mo's benevolent Mo ability does not stop the lost spellbreakers sobering from removing all buffs from your units when it should prevent that. SCREENSHOT/VIDEO: N/A ADDITIONAL INFORMATION: Correct me if I'm wrong but on the incredible mo card it says the third ability blocks all debuffs except freeze and paralyze, yet lost spellbreakers(dancer units) can remove your buffs, debuff???
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