strategynoob
Chieftain
- Joined
- Nov 3, 2010
- Messages
- 34
OK, still learning this game but from what I can tell, best race to spam fireballs with is the wizard race, Amurits (sp?), since their hero can teach fireball to any adepts(?) (or is it to any unit?). Also, they're neutral which I've heard eventually allows getting druids which can also eventually become fireball spammers(?).
The only other alternatives seem to be the evil races with heroes that have the summoner trait but one of the loading screens said summoner doesn't affect fireballs(?). Like, I was thinking about the puppet-y people (Balseraps?) to have a bunch of summoned puppets, but if the Amurits can teach anybody(?) fireball, they have the edge in just outright fireball spamming Plus the puppet people are evil and can't get druids (I think).
From what I can tell, to optimize the most damaging, long-range fireball spam in the game, you need these things (in order of importance):
-At least 1x Fire mana (just to be able to learn the spell)
-Casters with Channeling 2 so they can learn Fire 2 (fireball)
-All 3 Metamagic promotions to increase fireball damage (so they'd really have to have Channeling 3 anyway I guess)
-Both Spell Extension promotions to increase fireball movement per turn(?)
-A ton of other fire nodes to amp up the strength (and therefore damage?) of each fireball
-Enchant 3 (nice to have) for Spellstaff to cast 2x per turn (seems like icing on the gravy here)
-...uh, I dunno, Haste maybe? To add even more movement points to the fireball? (Does that even work??)
-A ton of units who can cast fireball and have as many of the above promotions as possible
Am I missing anything?
The only other alternatives seem to be the evil races with heroes that have the summoner trait but one of the loading screens said summoner doesn't affect fireballs(?). Like, I was thinking about the puppet-y people (Balseraps?) to have a bunch of summoned puppets, but if the Amurits can teach anybody(?) fireball, they have the edge in just outright fireball spamming Plus the puppet people are evil and can't get druids (I think).
From what I can tell, to optimize the most damaging, long-range fireball spam in the game, you need these things (in order of importance):
-At least 1x Fire mana (just to be able to learn the spell)
-Casters with Channeling 2 so they can learn Fire 2 (fireball)
-All 3 Metamagic promotions to increase fireball damage (so they'd really have to have Channeling 3 anyway I guess)
-Both Spell Extension promotions to increase fireball movement per turn(?)
-A ton of other fire nodes to amp up the strength (and therefore damage?) of each fireball
-Enchant 3 (nice to have) for Spellstaff to cast 2x per turn (seems like icing on the gravy here)
-...uh, I dunno, Haste maybe? To add even more movement points to the fireball? (Does that even work??)
-A ton of units who can cast fireball and have as many of the above promotions as possible
Am I missing anything?