Best level 2 unit
- Metathron
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Best level 2 unit
Which will it be and why?
Let us know which of the two you've voted for!
P.S.: I've tried making a separate option for each creature, but the software just won't allow that many. Or is it that the administrator has set it like that?
Let us know which of the two you've voted for!
P.S.: I've tried making a separate option for each creature, but the software just won't allow that many. Or is it that the administrator has set it like that?
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
Furies, by far. They are practically 1/2 of Dungeon's early game, and are very useful in a final engagement in landing a crippling first strike.
The Haven tier 2 unit line is a second, mostly because Crossbowmen are a solid ranged powerhouse which you can really skyrocket the population of. An added bonus to retrain into Marksmen to abuse Utopias or other similar enemies.
Dancers, Centaurs, and Harpooners are tied for the third place - mostly because they are weaker versions of the aboves. Centaurs get Bloodrage (very good for durability) but get really limited by their size; Dancers simply wish to be Furies, the Dwarves are weaker and less numerous archers with a slow.
All others are honestly around the same - cannon fodder with gimmicks.
The Haven tier 2 unit line is a second, mostly because Crossbowmen are a solid ranged powerhouse which you can really skyrocket the population of. An added bonus to retrain into Marksmen to abuse Utopias or other similar enemies.
Dancers, Centaurs, and Harpooners are tied for the third place - mostly because they are weaker versions of the aboves. Centaurs get Bloodrage (very good for durability) but get really limited by their size; Dancers simply wish to be Furies, the Dwarves are weaker and less numerous archers with a slow.
All others are honestly around the same - cannon fodder with gimmicks.
If we take hero into account then wind dancers and centaur marauders can be deadly. In fact I'd rate centaurs higher than crossbowmen because of initiative and rage survivability. Likewise a wind dancer can be more dangerous than a fury because they just don't die while doing excellent damage.
Obsidian gargoyles are also great but not to use in a fight. Anyway hero excluded I think I'd go with crossbowmen.
Obsidian gargoyles are also great but not to use in a fight. Anyway hero excluded I think I'd go with crossbowmen.
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- Metathron
- Metathron
Abysmal growth or not, Furies are instrumental to Dungeon early. It completes so well with Stalkers+Destructive...
Stalkers + Hero handle scary ranged enemies, Furies handle slow melee, Furies + Hero handle fast melee. It just works out so well for Dungeon.
I rate Crossbowmen over Centaurs because the durability the Centaur have is a deception. Their size is a very serious disadvantage. While 70% damage reduction is very nice, in my mind, it just doesn't compete with Crossbowmen/Marksmen. That line is just better damage output, better survivability against the likes of Cerebri, and can perform maneuvers that win games before you even touch your opponent.
Stalkers + Hero handle scary ranged enemies, Furies handle slow melee, Furies + Hero handle fast melee. It just works out so well for Dungeon.
I rate Crossbowmen over Centaurs because the durability the Centaur have is a deception. Their size is a very serious disadvantage. While 70% damage reduction is very nice, in my mind, it just doesn't compete with Crossbowmen/Marksmen. That line is just better damage output, better survivability against the likes of Cerebri, and can perform maneuvers that win games before you even touch your opponent.
When I played Dungeon, I was surprised to find that the Blood Furies are only tier-2 creatures. They seem more powerful than even some tier-3 creatures (e.g. the Golems). In fact, their cost is higher than many tier-3 upgraded creatures (Fortress, Academy, Haven, Inferno, and Necropolis).
Even factoring in the cost, there's no doubt in my mind that they're the most powerful tier-2 creatures.
Even factoring in the cost, there's no doubt in my mind that they're the most powerful tier-2 creatures.
- PhoenixReborn
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- Lord Lakely
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Crossbowmen pwn !
They have an enormous growth rate, have high end damage, high attack and cheap. No Range Penalty gives makes them the Arcane Archers of the second level
However, their damage range is simply HUGE and their 10hps make them extremely fragile.
Sisters are a close second: they are as fragile as the Crossbowmen, but do slightly more damage. However, their growth rates is tiny, ans you'll have to slaughter a lot of allies in the Ritual Pit before you can boost their growth enough. Nah, only second
I agree with Elvin that Marauders and Wind Dancers can be extremely dangerous, but if I would face an army which has every type of Lvl2, I would kill the Crossbowmen and the Sisters first.
The worst are, without a doubt, Horned Overseers (NOT Leapers) for the upgrades and Slombies for the unupgraded ones.
They have an enormous growth rate, have high end damage, high attack and cheap. No Range Penalty gives makes them the Arcane Archers of the second level
However, their damage range is simply HUGE and their 10hps make them extremely fragile.
Sisters are a close second: they are as fragile as the Crossbowmen, but do slightly more damage. However, their growth rates is tiny, ans you'll have to slaughter a lot of allies in the Ritual Pit before you can boost their growth enough. Nah, only second
I agree with Elvin that Marauders and Wind Dancers can be extremely dangerous, but if I would face an army which has every type of Lvl2, I would kill the Crossbowmen and the Sisters first.
The worst are, without a doubt, Horned Overseers (NOT Leapers) for the upgrades and Slombies for the unupgraded ones.
OH MY GOD !!!!
If we take only the last battle in consideration, the Crossbowmen are simply the best (even without training!)
However, if we also take creeping and such, I think the Blood Furies/Sisters give an extra edge due to their high initiative. Wind Dancers are also very dangerous and quite IMBA (at least compared to the War Dancer)
PS: voted Blood Furies
However, if we also take creeping and such, I think the Blood Furies/Sisters give an extra edge due to their high initiative. Wind Dancers are also very dangerous and quite IMBA (at least compared to the War Dancer)
PS: voted Blood Furies
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.
- blizzardboy
- Pixie
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Blood maidens #1
Crossbowmen are overestimated . They're the bread for your early creeping army (and a big part later on too). But in real combat, they're just not as amazing as they look. Pretty much every other ranged unit goes before them (if not all of them, I haven't checked), as well as spellcasters like archmages and druids. Even including shield other from squires, your crossbowmen are guaranteed to take a punch before they ever go. Then you have to wait forever for them to take their turn again. You're never going to see their full potential against a human player the way you see it while creeping.
Crossbowmen are overestimated . They're the bread for your early creeping army (and a big part later on too). But in real combat, they're just not as amazing as they look. Pretty much every other ranged unit goes before them (if not all of them, I haven't checked), as well as spellcasters like archmages and druids. Even including shield other from squires, your crossbowmen are guaranteed to take a punch before they ever go. Then you have to wait forever for them to take their turn again. You're never going to see their full potential against a human player the way you see it while creeping.
Blood furies simply can't be beat. They almost function like a ranged unit
One thing that limits their usefulness, though, is against the AI heroes/other players. Enemy heroes have an obscene tendency to target the furies, and with their low growth you can't really replenish them very easily.
One thing that limits their usefulness, though, is against the AI heroes/other players. Enemy heroes have an obscene tendency to target the furies, and with their low growth you can't really replenish them very easily.
"One thing you can count on, you push a man too far, and sooner or later he's gonna start pushing back." - Payne
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