Post by marx on Oct 30, 2008 15:32:46 GMT -5
The heart of this combo is Warrior Mage + Fenrae Champ. Other support will be discussed later.
All strategies will be discussed for HARD. ++++same strat for normal
Early to mid game
Fenrae survives.
WM kills.
Fenrae: Should not get dark hand curse. Should only get lvl 6 after str ring.
Stats + combat ( I prefer 2k hp before lvling combat)+ Lvl 10
Items should be boots, armor, str ring, tower shield, ironbarks, combo ring, thirsting (or just bt), nimsha. Vampire potions as supplements
His lvl 10 should be used to clear spiders, then only to save himself if they arhat (or if monsters pile up).
Warrior Mage: items should be (after getting fenrae armor and boots) Boots, armor, mana ring (or 2 staffs), TOWER SHIELD. You do not need combo boots for WM (well, I don't) until after bonus. mana pot as supplements
lvl up lance in conjunction with shield. Lance should be just enough to 1 hit current wave.
only 4 lvls of ur lvl 6 before bonus unless u have spare points. only 1 lvl of ur ultimate before first bonus. (normal. 2 for hard)
**lvl 10 shield is more important than lvl 10 fort. (after extensive testing by me ^_^)
Strategy.
An important part of this strategy is holding upper middle until piercing. Do not get pushed too close to pot shops, as WM needs room to breath.
Use fort from top ledge if needed so monsters gather up there, and let fenrae go invisible.
how well WM is played judges cash flow. Too many wasted lances = more mana pots = more cash wasted on mana.
WM cant die. So be careful. Always have ethereal on auto cast after lvl 6 (when cd becomes relatively short)
Save forts for uthmors.. arhats ... quick health loss (common sense etc...)
Creewall ranged. WM clears creeps behind wall.
Late game this combo kills more than any other, and is very safe IMO.
Warrior mage offenses (or one of the support later on). Fenrae Defense. Very important that fenrae doesnt die >.>
I would keep enough mana for a chain heal late game. As fenrae's lvl 10 is better than most other forms of defense.
Support: Each has its own merits.
1) Empath - This combo just became even safer. With luck fenrae will be decked out before skeletons.
2)Trader - (how fenrae loves you) early combo ring before barks.
Also, protects this combo in its weakest stage (before lvl 6) with a small round shield. and ivory (more safety?)
3) Hypnotist. More life leech for fenrae. After fenrae gets str ring, give WM 2-3 buffs.
Offense power with hallucinations. Mind shout and fort can be used in conjunction early on (more drainage on their mana to purify)
4) bard. Grace WM before bonus. (more ethereal shield + fort earlier) , lvl 6 makes fire rain kill after BIG beatles (couple lances to remove spellblock before u etherealize)
5) Gogo. lvl 10. Dont get failure of forge. max slow first and get some stats / combat to survive. Max forge after bonus
6) Time mage. slow aura + lvl 10 priority. Haste doesn't shine as much in this combo until later, since fenrae is not main killer till later.
My conclusion is:
WM + fenrae + trader/empath + bard/gogo
Thoughts?
PS: thank you Ziggy
All strategies will be discussed for HARD. ++++same strat for normal
Early to mid game
Fenrae survives.
WM kills.
Fenrae: Should not get dark hand curse. Should only get lvl 6 after str ring.
Stats + combat ( I prefer 2k hp before lvling combat)+ Lvl 10
Items should be boots, armor, str ring, tower shield, ironbarks, combo ring, thirsting (or just bt), nimsha. Vampire potions as supplements
His lvl 10 should be used to clear spiders, then only to save himself if they arhat (or if monsters pile up).
Warrior Mage: items should be (after getting fenrae armor and boots) Boots, armor, mana ring (or 2 staffs), TOWER SHIELD. You do not need combo boots for WM (well, I don't) until after bonus. mana pot as supplements
lvl up lance in conjunction with shield. Lance should be just enough to 1 hit current wave.
only 4 lvls of ur lvl 6 before bonus unless u have spare points. only 1 lvl of ur ultimate before first bonus. (normal. 2 for hard)
**lvl 10 shield is more important than lvl 10 fort. (after extensive testing by me ^_^)
Strategy.
An important part of this strategy is holding upper middle until piercing. Do not get pushed too close to pot shops, as WM needs room to breath.
Use fort from top ledge if needed so monsters gather up there, and let fenrae go invisible.
how well WM is played judges cash flow. Too many wasted lances = more mana pots = more cash wasted on mana.
WM cant die. So be careful. Always have ethereal on auto cast after lvl 6 (when cd becomes relatively short)
Save forts for uthmors.. arhats ... quick health loss (common sense etc...)
Creewall ranged. WM clears creeps behind wall.
Late game this combo kills more than any other, and is very safe IMO.
Warrior mage offenses (or one of the support later on). Fenrae Defense. Very important that fenrae doesnt die >.>
I would keep enough mana for a chain heal late game. As fenrae's lvl 10 is better than most other forms of defense.
Support: Each has its own merits.
1) Empath - This combo just became even safer. With luck fenrae will be decked out before skeletons.
2)Trader - (how fenrae loves you) early combo ring before barks.
Also, protects this combo in its weakest stage (before lvl 6) with a small round shield. and ivory (more safety?)
3) Hypnotist. More life leech for fenrae. After fenrae gets str ring, give WM 2-3 buffs.
Offense power with hallucinations. Mind shout and fort can be used in conjunction early on (more drainage on their mana to purify)
4) bard. Grace WM before bonus. (more ethereal shield + fort earlier) , lvl 6 makes fire rain kill after BIG beatles (couple lances to remove spellblock before u etherealize)
5) Gogo. lvl 10. Dont get failure of forge. max slow first and get some stats / combat to survive. Max forge after bonus
6) Time mage. slow aura + lvl 10 priority. Haste doesn't shine as much in this combo until later, since fenrae is not main killer till later.
My conclusion is:
WM + fenrae + trader/empath + bard/gogo
Thoughts?
PS: thank you Ziggy