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Post by Jean Victor Marie Moreau on Nov 11, 2019 4:23:48 GMT
Hello guys! Been playing this game for a while, do you have any suggestions on what skills should I put to my commander if I go down to the archery path?
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Post by Escanor Magnus on Nov 11, 2019 16:21:35 GMT
Hello guys! Been playing this game for a while, do you have any suggestions on what skills should I put to my commander if I go down to the archery path? Acher Commander + March (Required Skills), Jungle Fighting (Cheap skill and use full), last skill Accuracy, Advantage or Counter ATK.
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Post by kanue on Nov 11, 2019 17:56:08 GMT
Archer Commander - A must March - Depends on whether you want a fast or a damn fast archer general. I think this skill is more up to player's preference since he already has +3 move from his talent. You may consider other offensive skills if you do not need it. But for myself, I go for a damn fast archer general. Besiege - A super good and easy to use skill because you can have a bigger troop than enemies does most of the time. Advantage - Is a nice damage boost since it supposes to scale with overall damage (unlike other skills that give a flat damage). This choice also depends on whether you already have another general to use Oration on. Accuracy - Situational. Ask yourself if you have trouble with enemy's cavalry. Plain/Jungle Fighting - Up to your preference. Plain is much easier to use but jungle gives more damage, provides damage reduction from inf/cav, and is cheaper. Be careful that if you have too many jungle generals in your team, they will be competing for the limited jungle grids. Counter - A good all around skill. The value if this skill is whether you plan to have your commander take a lot of hits. One downside of this skill is that you will not feel the power of it since you are likely to fast forward the enemy turn. Siege - In case you want a city cracker.
If I need to pick myself, I will go for Archer Commander, Besiege, Plain Fighting, and March. This is basically a very fast J.Caesar. This is only my preference and yours does not have to be the same. I also forego Advantage and Jungle Fighting because I already have Mithridates so I reserve Oration and jungle for him.
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Post by Jean Victor Marie Moreau on Nov 12, 2019 7:35:00 GMT
Hello guys! Been playing this game for a while, do you have any suggestions on what skills should I put to my commander if I go down to the archery path? Acher Commander + March (Required Skills), Jungle Fighting (Cheap skill and use full), last skill Accuracy, Advantage or Counter ATK. Thank you so much!
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Post by Jean Victor Marie Moreau on Nov 12, 2019 7:35:37 GMT
Archer Commander - A must March - Depends on whether you want a fast or a damn fast archer general. I think this skill is more up to player's preference since he already has +3 move from his talent. You may consider other offensive skills if you do not need it. But for myself, I go for a damn fast archer general. Besiege - A super good and easy to use skill because you can have a bigger troop than enemies does most of the time. Advantage - Is a nice damage boost since it supposes to scale with overall damage (unlike other skills that give a flat damage). This choice also depends on whether you already have another general to use Oration on. Accuracy - Situational. Ask yourself if you have trouble with enemy's cavalry. Plain/Jungle Fighting - Up to your preference. Plain is much easier to use but jungle gives more damage, provides damage reduction from inf/cav, and is cheaper. Be careful that if you have too many jungle generals in your team, they will be competing for the limited jungle grids. Counter - A good all around skill. The value if this skill is whether you plan to have your commander take a lot of hits. One downside of this skill is that you will not feel the power of it since you are likely to fast forward the enemy turn. Siege - In case you want a city cracker. If I need to pick myself, I will go for Archer Commander, Besiege, Plain Fighting, and March. This is basically a very fast J.Caesar. This is only my preference and yours does not have to be the same. I also forego Advantage and Jungle Fighting because I already have Mithridates so I reserve Oration and jungle for him. Thank you for all of the info very much appreciated!
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Post by Jean Victor Marie Moreau on Nov 12, 2019 7:38:34 GMT
Archer Commander - A must March - Depends on whether you want a fast or a damn fast archer general. I think this skill is more up to player's preference since he already has +3 move from his talent. You may consider other offensive skills if you do not need it. But for myself, I go for a damn fast archer general. Besiege - A super good and easy to use skill because you can have a bigger troop than enemies does most of the time. Advantage - Is a nice damage boost since it supposes to scale with overall damage (unlike other skills that give a flat damage). This choice also depends on whether you already have another general to use Oration on. Accuracy - Situational. Ask yourself if you have trouble with enemy's cavalry. Plain/Jungle Fighting - Up to your preference. Plain is much easier to use but jungle gives more damage, provides damage reduction from inf/cav, and is cheaper. Be careful that if you have too many jungle generals in your team, they will be competing for the limited jungle grids. Counter - A good all around skill. The value if this skill is whether you plan to have your commander take a lot of hits. One downside of this skill is that you will not feel the power of it since you are likely to fast forward the enemy turn. Siege - In case you want a city cracker. If I need to pick myself, I will go for Archer Commander, Besiege, Plain Fighting, and March. This is basically a very fast J.Caesar. This is only my preference and yours does not have to be the same. I also forego Advantage and Jungle Fighting because I already have Mithridates so I reserve Oration and jungle for him. Is it a good choice to pick both pf and jf?
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Post by kanue on Nov 12, 2019 8:51:53 GMT
Archer Commander - A must March - Depends on whether you want a fast or a damn fast archer general. I think this skill is more up to player's preference since he already has +3 move from his talent. You may consider other offensive skills if you do not need it. But for myself, I go for a damn fast archer general. Besiege - A super good and easy to use skill because you can have a bigger troop than enemies does most of the time. Advantage - Is a nice damage boost since it supposes to scale with overall damage (unlike other skills that give a flat damage). This choice also depends on whether you already have another general to use Oration on. Accuracy - Situational. Ask yourself if you have trouble with enemy's cavalry. Plain/Jungle Fighting - Up to your preference. Plain is much easier to use but jungle gives more damage, provides damage reduction from inf/cav, and is cheaper. Be careful that if you have too many jungle generals in your team, they will be competing for the limited jungle grids. Counter - A good all around skill. The value if this skill is whether you plan to have your commander take a lot of hits. One downside of this skill is that you will not feel the power of it since you are likely to fast forward the enemy turn. Siege - In case you want a city cracker. If I need to pick myself, I will go for Archer Commander, Besiege, Plain Fighting, and March. This is basically a very fast J.Caesar. This is only my preference and yours does not have to be the same. I also forego Advantage and Jungle Fighting because I already have Mithridates so I reserve Oration and jungle for him. Is it a good choice to pick both pf and jf? I would not go for that because one if the skills will just be a waste. It'd be better to use that skill slot for another skill.
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Post by Jean Victor Marie Moreau on Nov 12, 2019 10:47:31 GMT
Is it a good choice to pick both pf and jf? I would not go for that because one if the skills will just be a waste. It'd be better to use that skill slot for another skill. Understood, thank you so much!
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