Wizard - suggestion and bugs

From the last SK stream I think they wanted suggestions on how to improve the sovereigns ability so it is a no-brainer choosing this. Tyrant has coercion, which I think is a very nice ability. 

I think the Hypnotism is ok, but maybe it could be switched with some kind of scrying pool-building. After all he is the Wizard, he should probably know how to channel some of the essence/mana/power from other cities to this one city with the scrying pool. 

 

The skill tree could include: 

- spell books with more advanced spells not otherwise available for the other sovereigns

- a summoning path focusing on summoning

- skills to improve casting e.g. reduced casting time, reduced casting cost, more spells per combat (+2 instead of +1), and this branch could also be capped off with the BIG ASS Counterspell 

- maybe a necromantic path (if there is room available) with better skeletons, zombies, ghouls, liches, vampires ( and maybe werewolfes too), able to raise dead units right after the battle and even slain heroes, however they would have the tag Undead.

 

7,726 views 5 replies
Reply #1 Top

good suggestions

Reply #2 Top

The Guardian already specializes in summoning.  I think hypnotism works fine for the wizard.  since the mana cost is on the high side though, I think the sovereign path should include something that increases mana.  Maybe +1 mana per resource.  Also, maybe the sovereign could start with two spell casts, or bundle that with a +mana skill to show a focus on spells.  Something that would encourage you to select that first.  I find myself ignoring the +spell cast skills with all sovereigns until late game.  Bundling them with something else for the Wizard would be a nice change from other sovereigns (at least for the first one).  

Maybe the + spell cast skills can come with buildings that could be built that increase mana. Maybe a Scrying pool that creates +1 mana per city size.  or +1 per connected crystal. 

Which reminds me, the cities don't show how many resources are connected to them.  There are buidings that increase skill per connected shard, for example, but the connected shards are not "closest".  But seem to be "closest to the city that existed when the shard was connected".  Would be nice if the city screen showed how many shards, or other resources were connected so you didn't have to click on them all to see if it is worth building a +skill building.  (or I could simply not be seeing this info, and it is already there...)

Reply #4 Top

I'm still not seeing why everyone loves coercion.

In all my insane games, my winning strategies have always involved hypnotism or chant of vitality.

It really levels the playing field when you can hypnotize some of the best SK units. Mainly warg riders. I usually go actively hunting for warg riders or shadow wargs if I can't find the riders. It's a great skill and is very powerful as it allows you to build a massive army without cutting into any of your limited resources.

Agree totally on the +spell cast skill. Having them give some other bonus along with +cast for the wizard would help the wizard's skill tree to stand out a bit more. I'd also suggest a skill that increases the effective number of shards for spell-casting. So if you had 2 shards and cast a fireball, it'd be like you were casting a fireball with 3 shards or something like that.

Reply #5 Top

Had some ideas for some new abilities for the wizard. Dreaming up new stuff for SK makes house chores go by faster :)

New abilities:

Spell Thief

Grants new spell: spell siphon which removes all enchantments on an enemy unit and applies it to the caster

OR

Whenever a spell is cast by the opponent, a scroll is created for that spell and given to the sovereign

 

Magic Matrix

Strategic spells get double the bonus from shards.

 

Shard Rift

Destroys a shard and creates a portal in its place which summons random allies every x seasons.