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#1 |
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Gold Account Member
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ima no nOOb, but i find a lot of other ppl that seem to not no how to use their mud golems well. Lets try giving sugesstions to those ppl, so that TAO isnt full of nOObs.
Id Say teleport to the cleric and kill that if u can first, then teleport behind units cuz they cant block there. |
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#2 |
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Member
Join Date: Nov 2003
Posts: 41
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The mud golem is good for finishing off units. It has 20 power, which is just a little less than a knight. When a unit is almost dead, you can use the mud golem to teleport behind it, and finish it off. This also works well with its three turn recovery, because after it finishes one unit off, it can recover while other units start on other enemy units.
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#3 |
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Junior Member
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yeah but when you wait for the golem to recover he gets killed by the other people
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#4 |
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Member
Join Date: Nov 2003
Posts: 41
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Not if you are finishing off a unit that was attacking, or one that is far away from the other units. Also, at 60hp, he can take a hit.
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#5 |
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Gold Account Member
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thats not so great if you play another gold member. they can teleport over to your recently weakened golem and smash him
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#6 |
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Member
Join Date: Nov 2003
Posts: 41
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Then, though, you have 3 turns to beat up on their golem. It does work out.
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#7 |
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Gold Account Member
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i use my golem to go behind enemy lines, or switch to the other side of the field to kill them off or greatly weaken them, and then, usualy after that, its used as a decoy because the enemy send maybe 2 or 3 guys on it, and they just focus on that, which lets my ward or knights finish those people off... i am starting to gain much more expierience with the golem as i go along... so the golem isnt used as a decoy as much any more, it is a great unit once u get used to it
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i vant to suck your blood.... blah! |
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#8 |
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Gold Account Member
Join Date: Nov 2003
Posts: 22
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As with most gold units, it makes a very good and annoying decoy. If you put a cleric next to a gold unit, some enemy players will go for the gold unit instead since they are often given the illusion that the gold unit is too strong.
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#9 |
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Master of the Universe
Join Date: Nov 2003
Location: Eternia
Posts: 49
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mud golem
I just went gold, and I'm wondering how the mud golem's teleportation function works. Can it just go anywhere on the map or what?
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#10 |
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KOTR Reservist
Join Date: Nov 2003
Location: Banff
Posts: 172
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The Mud Golem moves five units in any direction. Teleportation means that the golem does not walk to the location, but moves there directly. Thus, the Mud Golem ignores standing units and does not need to move around them. Dragons, wards, and other friendly units that do not move aside for the purposes of movement are ignored, as are enemy units that would not move aside anyway.
Obviously, the golem cannot move to a location occupied by another unit. |
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#11 |
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Strategic Insomniac
Join Date: Dec 2003
Location: Nothern Va
Posts: 103
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That's all well and good....but what about the Frost Golem? I see absolutely no reason to use this unit. It seems like a weakend version of the Enchantress. It has more hitpoints, and a wider range...but it can only paralyze one unit at a time. What good is that when all it takes is a scout to unparalyze your unit?
Maybe I'm missing something, so if you have found success using this unit, please let me know. |
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#12 |
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KOTR Reservist
Join Date: Nov 2003
Location: Banff
Posts: 172
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Frost Golems are better for defensive players, where you invite your enemy to attack you. I've had the most success in the mid-game, when I have 1 or two knights attacking me on my side of the board. The Frosty gets one and I am free to deal with the other. I usually stick the frost behind my light ward, for added defense - and even if their scout can un-focus him, sometimes one or two turns is all you need.
Paralyzing a knight also removes blocking, which is helpful if you've already hit his rear and that side is now blocked by your own unit. |
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#13 |
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Something Wicked
Join Date: Nov 2003
Posts: 107
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i tend to find that the frost golem works best towards the end. i tend to keep him right behind my lightning ward. i have a cluster formation which will draw over many enemies and i chose the weaker one and freeze it, destroy it, and move on.
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#14 |
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KotR's Bardic Seer
Join Date: Nov 2003
Posts: 55
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Actually, for frosty the golem,
if you can distract ur player into assautling something that takes quite a few hits to kill (one para'd knight, one unpara'd knight on ur scout, and u have another knight and ur frosty) go ahead and hit the para'd knight. 0% block is wonderful. get him down low, but try not to let ur scout get killed off. Then switch to para'ing the other knight. when he sends his already half dead knight to attack the scout now, he'll probably offer a back shot to finish him off. Probably. And you probably got at least one turn of block on the scout to let u hit a little bit harder on his half dead. This is a bit risky though... double or nothin kinda business. Be careful of clerics too. spreadin around the damage is what clerics are there for to prevent. |
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#15 |
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Strategic Insomniac
Join Date: Dec 2003
Location: Uncharted waters
Posts: 44
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I find that the golem works well for attacking units that have been seperated from the rest of the group, usually as a finishing move. I have used the golem to attack units that are near enemy re-enforcements, figuring the loss of their witch was worth losing my golem. The frost golem is a unit I can't seem to use effectively, he always seems to get an arrow stuck in him when I try to use him.
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