Slots 1 and 2: Creation Adept and Mastery Specializations for Theocrat isn't super complicated right now (although rumblings of some of the new specializatons in the next expansion may mix things up) as two of your three slots are gonna be the same pretty much everytime, for the last one some options are better than others but its mostly down to what you want. Section still needs to be changed, I'm still experimenting with the new specializations so cannot put a verdict on them yet Dont get me worng though, sun shields is an incredibly powerful ability, and getting a tigran city to produce crusaders would not be a bad idea. The cat people have really only one interesting synergy with the theocrat, and that is that thier crusaders gain sun shields. Two their tier 3 unit is a support, meaning it is affected by the support uprades the theocrat gives, and the frostling royal guard can be used in place of martyrs for their supports. The major synergies with the frostlings are one, that their crusaders and exalted have frost weapons, giving you some more damage types. While they dont really add any diversity in terms of damage for the theocrat, adding range to the evangelist is always good and their knights are a storng cavalry unit. Humans go all in with spirit damage, with the latest patch their martyrs use a spirit blast attack instead of throwing rocks, and thier evangelists gain a ranged spirit bolt attack similar to the human priest. Unfortunately most of the theocrats units and combat stratigies involve buffing your units and then charging in for melee combat, which halflings can only perform well in if they get lucky(pun intended). Their martyrs also have slingshots, making them a more useful ranged unit than it is for most races. Halflings have a couple synergies with theocrat, the big one being that the many morale bonues the theocrat can offer synergize well wiht the halflings lucky mechanic, halfling evangelists also provide bard skills to add to this as well. The draconian evangelist gets a ranged, arcing, fire shot, which, considering for every other race(save humans now) it is a melee only unit, thats a pretty big perk. The first reason is that the draconians supply a large amount of fire damage with their racial units, which gives you more options for dealing with enemies that are spirit immune(unfortunately not helpful against machines) The second reason is really just for one change the draconians bring to a class unit, the evangelist. All in all Orcs are a very strong pick for any aspiring Theocrat.ĭraconians are a rather strong race all around, but they make particularly excellent theocrats for two main reasons. Most of the class units for the theocrat benefit from the increased melee strength of the orcs as well. The orcs strengths work well for Theocrat as well, all their units having more health makes martyrs much more useful(more on this later) and Orc crusaders are the strongest variant of crusaders in the game(they begin with the tireless ability). On one hand the Theocrats units and spells help cover the orcs primary weakness, low resisitance, (one pretty early theocrat spell gives a unit +6 resistance for two turns). Orc Theocrat is probably the strongest combination for Orcs for several reasons. These are all units that can be given the devout property by the theocrat, which is important for getting out lots of damage. In addition to class units that alter by race, you also wat to consider three primary unit types that the theocrat focuses on, namely cavalry, infantry, and supports.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |