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Age of wonder 3 sorcerer vs arch druid1/18/2024 It seems the terraforming spells are best suited for a human/elf caster. I can make citizen/units enjoy temperate climate but they're all draconian so why not change the land itself, evaporate the water, melt the ice, since I'm not an enchanter playing with their minds. My draconian druid, creation specialist, can't create volcanic lands and my game's almost over. Even vs the AI at King setting, you need something to counter those Manticores/Horrors. If I was playing against an agressive Sorceror, past T3, I'd loose. I have water walking shamans and the Wild hunt which give my troops amazing mobility but no solid counter to ennemies T4. Since I can't produce T4 from my cities, I need to summon Horned Gods which take 2-3-4 rounds each depending on the phase of the game. I can't spend my mana to way I need to. I'm playing one right now and I've noticed the following things : It was my first choice when I got the game. I've played the Archdruid more times than the Sorceror. I find the only other class as convenient is the Warlord. + by late game you can call in 3 Horrors per round right in the action with the Magical Era power. + you have glyph of warding, magic walls and anti-magic shell to defend your chosen towns. ![]() ![]() + you can deploy troops almost anywhere and call back your heroes home. Having playing a few games of both classes, I'll share my thoughts on them.
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