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Re: SC\'s vs Thugs
I think the line goes in survivability. Prot is one side, hits another, def yet one more. Maybe two of those three, and at least five defensive/survivability-enchancing abilities (, immunity/high resistance to an element, air shield, ethereality, luck, regeneration/life drain) and at least one way of reliably getting rid of the enemies (damage shield or aura, effective attacks, Fear rating, trample; possibly a battle-wide spell, but that might be in its own category, or at least not cost-effective as fatique is yet another SC-killer).
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Re: SC\'s vs Thugs
a lucky etheral astral shielded regenerating reinvigorated golem with the unquenqed sword and soulstone of the wolves is fun, very hard to kill, deadly, and while wolves attack people they catch fire http://forum.shrapnelgames.com/images/smilies/laugh.gif so 2 free battlefield wide spells per fight is fun
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Re: SC\'s vs Thugs
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There is no easy rule to decide what is and SC vs. Thug. Everyone has their own opinion. |
Re: SC\'s vs Thugs
You left out astral weapon, I b'lieve.
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Re: SC\'s vs Thugs
the reason there is no line is because it makes no difference. Your unit is what it is. Your golem will not become more effective just because you decide to call it an SC rather than a thug http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: SC\'s vs Thugs
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Re: SC\'s vs Thugs
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Re: SC\'s vs Thugs
im guessing its to make up for the lack of speed? next you'll be telling me smiths come with e2 AND f1
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Re: SC\'s vs Thugs
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There is definatley a line that keeps units, no matter how they are equipped, from performing in the SC role. Thats basically what I was trying to determine. If you have that, you can basically quickly look at a unit and determine if it could be deployed and utilized as a SC would. |
Re: SC\'s vs Thugs
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There is no need to be smart-***; if you don't like the mods, don't use them and don't play in multiplayer games that do. If changes concern you, look them up. |
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