Tactics Arena Online - Community Forum
News & Events Game Guide Unit Stats Play Online Player Rankings Tournaments FAQ Community Forum
Old 11-27-2003, 04:35 PM   #1
Drunken Dragon
Something Wicked
 
Join Date: Nov 2003
Posts: 187
Drunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attention
Pyromancer and Enchantress

Has anyone found a good way to use the Enchantress? Ive only been able to effectively use her once or twice and that was against newbies who set them selves up perfectly for it. Her low movement really makes her difficult to use, if she could move 4 spaces it might be different...
On another note, does anyone else find pyromancers pretty worthless? For having a 3 turn recovery they deal very little damage, and unless your opponet is an idiot you never get to hit more that 2 targets. Seems to me they need a 2 turn recovery, or should deal more damage... Compared to the Dark witch their total crap.
__________________
Something Wicked this way comes...
Drunken Dragon is offline   Reply With Quote
Old 11-27-2003, 04:37 PM   #2
vermdrums
Junior Member
 
Join Date: Nov 2003
Posts: 2
vermdrums is on a distinguished road
I totally agree the enchantress is worthless, and the pyromancer needs a lower recovery time
__________________
No one is a virgin because life screws us all
vermdrums is offline   Reply With Quote
Old 11-27-2003, 04:44 PM   #3
ABronsonM
Senior Member
 
Join Date: Nov 2003
Location: Virginia, Manassas
Posts: 157
ABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these parts
Send a message via AIM to ABronsonM Send a message via Yahoo to ABronsonM
The pyromancer is good, you just haven't learned how to use it well yet.
__________________
Once again, he didn't see that coming.
ABronsonM is offline   Reply With Quote
Old 11-27-2003, 05:10 PM   #4
VX14
Registered User
 
VX14's Avatar
 
Join Date: Nov 2003
Posts: 50
VX14 is a glorious beacon of lightVX14 is a glorious beacon of lightVX14 is a glorious beacon of lightVX14 is a glorious beacon of lightVX14 is a glorious beacon of lightVX14 is a glorious beacon of light
enchantress is amazing if used correctly, but sux ass if u dont know how 2 use it

pyros are pretty bad, but if you use 2 pyros together, they can do tons, its like bishops in chess...

also a pyro, dark witch, and lightning ward attack can take down another lightning ward, i do that a lot, so a pyro comes in handy there too

also if u destroy the cleric, pyros do tons of damage with the splash
__________________
Splarg!
VX14 is offline   Reply With Quote
Old 11-27-2003, 06:06 PM   #5
Hashish_Scout
Hash is real.
 
Hashish_Scout's Avatar
 
Join Date: Nov 2003
Location: Massachusetts
Posts: 1,565
Hashish_Scout has become immortalHashish_Scout has become immortalHashish_Scout has become immortalHashish_Scout has become immortalHashish_Scout has become immortalHashish_Scout has become immortalHashish_Scout has become immortalHashish_Scout has become immortalHashish_Scout has become immortalHashish_Scout has become immortalHashish_Scout has become immortal
Send a message via AIM to Hashish_Scout
Right. I usually put two pyros and a ward up front. first three turns, destroy the ward. Then, the enemy usually wants to destroy the ward, and so commits magical units that could be used to other purposes. Useful.
__________________
I've been infected with the signature virus by abyaly, who was infected by Jeffery.

Hashish_Scout is offline   Reply With Quote
Old 11-27-2003, 06:09 PM   #6
Cragspyder
Junior Member
 
Join Date: Nov 2003
Posts: 10
Cragspyder is on a distinguished road
Enchantress Usage

Here's a bit on enchantress usage I wrote a little bit ago... I've used it like three times now to support enchantresses, heh....

"I don't know why most people don't use enchantresses. I find that most people are unprepared for them because of this and this causes them to lose late game when my enchantress takes two of their knights out of commission and either wins the game or leaves it to a struggling assassin or cleric in the back.

I think most people are hesitant to use enchantresses because they are a liablilty early game because of their short and awkwardly shaped spell radius. Plus it's easy for a spare scout or assassin to knock them out of focus (especially scouts). Most people choose the more direct winners like a second dark witch or a lightning ward, but I've won more battles then not using an enchantress, late game, even when I'm outnumbered."

The key to enchantresses is saving them to late game. Yeah, it does mean you are basically out a unit for the first half, but not really because the threat of paralysis is always there. I've used it a couple of times against a lone rampaging assassin in my rear ranks simply to keep her off my cleric and its always worked out for the best.

Once the scout and a few mages are gone, the enchantress really shines because her recovery is only two turns (i believe) and she can take at least one hit and maybe two if you heal her. Against late game melee most units will only have time to hit her once, and then she paralyses. And when a unit out of spell radius tries to rush her in order to take her out, you can reposition her behind a paralyzed unit and fire off the paralyze again. It's worked for me at least. You can also barrier ward her and keep her focused! The distance between units in late game playing makes it easy to disable a few units and take out the remainder for the win. Late game you shouldn't be using the paralyze unless you've got at least two people in the radius. Another strategy: lure your opponent's units in with a few 'giveaway' back attacks (make 'em look like mistakes ) and then paralyze away. Even if you get your own units it doesn't matter as long as you get their's too, and her recovery makes her easy to reposition in order to free some of your own units for combat again. It does take some practice though, and if you just can't make it work you can always use your stupid lightning wards. :P. But that's just my opinion.

As for pyromancers, you're right, they usually don't cut it for me, which is why I love sacrificing them in order to damage three or four guys at once, or to draw lightning ward fire. Plus your enemy has to move forward in order to take him out and this often results in a back-attack or, considering his 1/3 block chance from the front, waste your opponent's turns and give you time to strike somewhere else.

Thanks for reading if you bothered
__________________
-All that lives must die-
Cragspyder is offline   Reply With Quote
Old 11-27-2003, 06:37 PM   #7
Drunken Dragon
Something Wicked
 
Join Date: Nov 2003
Posts: 187
Drunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attentionDrunken Dragon attracts all the attention
2 turn recovery

Well it seems like everyone ( except for
ABronsonM who provided no reasoning for his statement) feels pyromancers need a 2 turn recovery. I hope some of the staff could take that into consideration, they could be very usefull after you have taken out a cleric.

Also does anyone feel Enchantress's are worth using if you have a frost golem? He can be useful during a knight rush, but he can only paralyze one unit at a time.
__________________
Something Wicked this way comes...
Drunken Dragon is offline   Reply With Quote
Old 11-27-2003, 07:46 PM   #8
Lone Wolf
KOTR member? Yes!
 
Lone Wolf's Avatar
 
Join Date: Nov 2003
Location: Right here you fool!
Posts: 194
Lone Wolf is infamous around these partsLone Wolf is infamous around these partsLone Wolf is infamous around these partsLone Wolf is infamous around these partsLone Wolf is infamous around these partsLone Wolf is infamous around these parts
Pyromancers

I find the pyromancers a good opening move against the newb formation. walk out on my first move and attack the assasin and the witch with him. Then the newb will either attack him with the witch hopin to hit the knight behind him, or move out his assasin. either way they become lightning foder, or Knight bait.

As for the enchatress i find that a barrier ward is more useful. Allows you to perserve an essential unit for the last fight.

- Lone Wolf
__________________
Lone Wolf is offline   Reply With Quote
Old 11-27-2003, 08:49 PM   #9
KiDevil
Junior Member
 
Join Date: Nov 2003
Posts: 2
KiDevil is on a distinguished road
I think any piece is more then useful as long as you know what your doing with it. Esspecially an enchantress, she can easily dominate a game if given the chance. The last 3 games, at the end I had 3 or more of the pieces locked down. Most of them they will be a scout or a knight, being those two pieces take alot of work to take down normally, but with her she can locked them down easily. And if you can get barrier off on her right away, all the better, but its not nesserary. Again with the pryromancer, he doesn't do a whole lot, but he's got some ok range on him, and he can hit multiple people, the only other piece that can do that is the witch, and assasin. The witch and assasin are more limited in hitting multiple people. and the assasins isn't auto hit. So I think the mancer is more then usuable. Any way, thats just my 2 cents.

Edit: Oh, ya they also do have a decent blocking rate, 33%, 1/3rd of there attacks when attacked head on. When I use my mancer I try to not get to close to them, that they would be able to get to his sides for the half block.
KiDevil is offline   Reply With Quote
Old 11-27-2003, 08:57 PM   #10
ABronsonM
Senior Member
 
Join Date: Nov 2003
Location: Virginia, Manassas
Posts: 157
ABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these partsABronsonM is infamous around these parts
Send a message via AIM to ABronsonM Send a message via Yahoo to ABronsonM
Pyromancers can be great in the early beginning of a game to quickly spread damage around. Since it takes 2 hits *besides the lightning ward* to take them out you can get them to wherever and hurt a group pretty bad. Its also useful for a dual team of pyromancers to take out your opponents spellcasters. I don't like enchantresses because they never seem to work for me *i never really liked paralyzing* Plus i always watch out for them and take them out when i can. A good deal of players also foolishly clump units together in the formation which easily provides targets for pyromancers.

Another thing about enchantresses is they aren't very useful if people watch out for them.
__________________
Once again, he didn't see that coming.

Last edited by ABronsonM; 11-27-2003 at 08:59 PM.
ABronsonM is offline   Reply With Quote
Old 11-27-2003, 11:11 PM   #11
KiDevil
Junior Member
 
Join Date: Nov 2003
Posts: 2
KiDevil is on a distinguished road
The most success I have with enchantresses is usually getting down a one pieces, and then maybe warding it if its in trouple, if not then I leave it be, and it takes the piece of out the game, whcih can be just as a good as a kill, because if they don't get rid of the enchantress its a 1 hit kill basically. Also alot of people make the mistake of going in for her when she is focused, and hitting her taking out of her focus, then I just recast her, and get another piece locked down, so just a tip to some people out there, if you can't take the ehcnatress out with the attack, or next attack, don't try to get close and take her down.
KiDevil is offline   Reply With Quote
Old 11-28-2003, 01:50 PM   #12
trogdor_7
Junior Member
 
trogdor_7's Avatar
 
Join Date: Nov 2003
Posts: 4
trogdor_7 has a spectacular aura abouttrogdor_7 has a spectacular aura about
Actually, I was just in a battle, and I saved my enchantress for the end of the game. I must have been playing a newbie, but in the end I had three of his units trapped, and that is how I won the game. Don't be afraid to paralyze one of your own units as long as you are trapping one or two of theirs. It's a good stratagey.
trogdor_7 is offline   Reply With Quote
Old 11-29-2003, 02:48 AM   #13
Cleon
Gold Account Member
 
Join Date: Nov 2003
Posts: 22
Cleon attracts all the attentionCleon attracts all the attentionCleon attracts all the attentionCleon attracts all the attentionCleon attracts all the attentionCleon attracts all the attentionCleon attracts all the attentionCleon attracts all the attentionCleon attracts all the attentionCleon attracts all the attentionCleon attracts all the attention
The main problem that I have with Pyros is that they spread their damage... that's bad because Clerics spread their healing.

So if you damage four units for 10 damage with a pyro, and damage one unit for 20 damage with a knight, then a cleric heals.... the units the pyro hit have full hp again and the unit the knight hit still is down 18 hp. As long as there are clerics, pyromancers are fairly useless. It's aparent by the witch-cleric relationship that the makers took into consideration the other units when drafting each individual unit... makes you wonder why they overlooked this problem with the pyro. Maybe they meant for it to be this way?
Cleon is offline   Reply With Quote
Old 11-29-2003, 08:33 AM   #14
Ri'Orius
Nerd of All Trades
 
Ri'Orius's Avatar
 
Join Date: Nov 2003
Location: Where the earth meets the sky, and the Seven Shrines of Mork'thorp sing to the heavens.
Posts: 563
Ri'Orius has a brilliant futureRi'Orius has a brilliant futureRi'Orius has a brilliant futureRi'Orius has a brilliant futureRi'Orius has a brilliant futureRi'Orius has a brilliant futureRi'Orius has a brilliant futureRi'Orius has a brilliant futureRi'Orius has a brilliant futureRi'Orius has a brilliant futureRi'Orius has a brilliant future
Send a message via AIM to Ri'Orius
Enchantress is one of my favorite units. I usually try to use her to get the Scout early, along with whatever units are nearby. Then, my strategy becomes a game of "protect the Enchantress", as I focus on moving Knights to block for her and targeting the other guy's Pyro's (ranged attacks are best for undoing the Enchantress' focus, hence the initial paralysis of the Scout).

Also, it seems that very few people have had any experience against Enchantresses--too many times have people attacked her with a Knight, only to have me immediatly use her again to ensnare the Knight as well as her previous catches. Follow it up with a Cleric heal so she'll survive the next hit, and just block to stall off her guys until she's refreshed.

It's also a ton of fun, looking to see which goobers are in range, who I can move to get in their way, etc. I highly recommend you give it a shot. I used to use a Lightning Ward instead, but I have not looked back since the switch.
Ri'Orius is offline   Reply With Quote
Old 11-29-2003, 08:57 AM   #15
darkdelirium
KotR's Bardic Seer
 
Join Date: Nov 2003
Posts: 55
darkdelirium is infamous around these partsdarkdelirium is infamous around these partsdarkdelirium is infamous around these partsdarkdelirium is infamous around these partsdarkdelirium is infamous around these partsdarkdelirium is infamous around these partsdarkdelirium is infamous around these parts
If your gonna play "protect the enchantress" heres a recomendation. Barrier ward. Not a thing better for enchantresses... if they dont spend the turn after the enchant para's to attack the enchantress, then you barrier ward, they spend a turn (probably two) to break the barrier ward focus, you spend your next turn doing whatever, they spend a turn to attack the enchantress and she's down to half health... then you have recovered enchantress and snag two units, and hopefully use a cleric heal at this point .

That's one of the few times I use one... if you can't see I break my own little rules and recomendations quite often.
darkdelirium is offline   Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:28 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.


About Us | Advertising | Privacy | TOS | Contact Us | Cancel Site requirement: Macromedia Flash Player
Copyright © 2009 TAO Gaming, Inc Game and website created by Digital Seed Entertainment