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    buyinrsongold
    buyinrsongold
    14-01-2012
    Klik hier om een link te hebben waarmee u dit artikel later terug kunt lezen.Atlantica On line Player Guides - Atlantica Develop : Aoe Damage Spread
    A build with which to deal huge amounts of constant harm for your whole enemy's formation, with adequate of a twist to push by means of Runescape Gold.

    This develop has a most important main objective, and that's to deal a substantial level of harm over time to just about every single mercenary on an enemy's formation. It accomplishes this through the use of Meteor Strike, Beast Summon, Deep Insight, Smoke Bomb and Chaos Wind, all of which deal a genuinely very good quantity of harm either on impact, or over time. It also uses Mana Seal and its 3 ranged units to focus-fire away on the initial counter presented by monks, and even utilizes the Viking's Freezing Axe to put a very good level of pressure and keeping an enemy formation from attacking.

    The secondary goal of this develop is control. With an Archer, Exorcist and two cannon-toting mercenaries, there's the prospective for opening up the front or middle line early in the fight after which keeping any enemy Monks and healer mercenaries from acting -- ever once more. Silence / Mana Seal loops let for Combo counts to go unchecked, which adds up inside the favor of the two cannon users in this formation. Add to that a big quantity of spread out damage over time, and Freezing Axe, and you have got a team which can switch to total enemy formation control when the time is ideal. And to best that all off, cannons spread out harm in a cross shape very nicely at the same time. The actual goal of this build, within the end, is always to successfully balance these two play designs; to manage the battlefield together with rain heavy amounts of harm constantly throughout the fight.

    Pros
    Large amount of harm to a big level of mercenaries gives an excellent, quantifiable numerical advantage.
    The presence of Freezing Axe together with Mana Seal can deny an enemy a very good chance at an offensive.
    A big amount of AoE harm puts enemies at a psychological disadvantage, mainly generating a scenario exactly where the enemy could really feel that his key character has 'nowhere safe to stand' in their formation due to the damage affecting the whole enemy's formation.
    Two cannon users can put adequate pressure to possibly stun a significant amount of the enemy's formation, as well as spreading out superior harm amongst a lot of enemies -- especially as soon as you have reached in and silenced the back rows down.
    Beastmaster, Viking, Cannoneer and Artilleryman all hit more than one target when utilizing their physical attacks, which spreads the harm about even more.
    Difficult to make use of scrolls against this team, considering that 3 ranged units are likely to be a lot more than adequate to maintain scrolls from going off -- which indicates Holy Guard would be the only option to Purification, which in and of itself won't ever have an quick time firing in battle against ranged onslaught.
    Melee builds could have a reasonably easy time coping with your front line, but the lack of magic defense signifies that the level of harm tacked on will extremely, extremely speedily add up to turn into rather devastating.
    Meteor Shower is among the few abilities within the game that could just wipe the floor with an enemy formation when applied in the right time.
    A random Mana Piercing scroll functions extraordinarily nicely inside your favor. Regardless of who casts it.
    Cons
    Very, extremely sketchy front line which will only totally come into its own at incredibly high levels. Winning at low levels is going to be complicated as a result of the speed at which Vikings and Beast Masters usually drop.
    Very weak and difficult to play within your early levels as a result of not getting your Cannoneer but. You may also run into the problem of needing to replace an Artilleryman that you've likely leveled up really very along with your new Cannoneer.
    Expensive construct to preserve. You pretty much will need top with the line equipment at all times to keep your mercenaries merely from dying prematurely.
    This develop has no realistic way of stopping harm. It has to deal pretty much entirely with an Oracle 'fixing' the harm for it, meaning that a powerful initial offensive can push this develop about.
    Viking! Pathetic magic defense indicates you may need to sacrifice straightforward damage for more enemy mercenary manage in the kind of trying to land stuns, Freezing Axes and Mana Seals, nevermind that a Swordsman front line hard-counters any front line Viking... ever. An option might be to run using a forward Exorcist and putting the Viking behind the Witch (considering that the Witch has greater magic defense plus the Viking is not too negative in the HP and defense department, it can deal with melee even though the Witch offers with magic).
    Many from the heavy AoE harm abilities and spells use loads of AP, and some of these mercenaries are not pretty fantastic at regenerating it.
    Difficult matchups may well exist against Spearmen stack (AP denial), two monk teams (uncommon but not unheard of) and smart-played Archer stacks (kiss your artillery goodbye).
    Ideas and Variants

    Cannon Most important Variant: Utilizing a Cannon rather of an Archer principal allows you to use Chaos Wind and ramp it as much as 60. It is less versatile, since you no longer have access to Silence, which indicates you can not preserve a Monk quiet forever, and you no longer have the bonus Bow harm which you ordinarily deal to ranged mercenaries. Having said that, having access to Buy Runescape Gold a third cannon is usually a lot far more spread out damage that you can put forward.



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