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Revision as of 01:53, 28 January 2007
Contents
Defending
When playing as a black mage, you’re going to be attacked and attacked by mostly whites and greens. Why? Because you seem like an easier target. This guide is for the intention of making you a tougher target and for you to try out new things and have some FUN.
(Whites will usually aim for as much holy damage against your undead and some lighting damage against your non-ultimate demons. Spells, like Sword of Light and ESPECIALLY, The Holy Light (THL), are used often in attacking you. (Check out THL’s accuracy and holy bonus without and with Sword of Light on Wiki out if you have not.) So, units like arch angel (AA), dominion (dom), unicorn (uni), Spirit Warrior (SW), THL-ed Knight Templar (KT’s), THL-ed crusader, Paladin, High Priest (HP's), and titan, are spread around to intercept as many undead units as possible (usually heaviest in the 1st to 4th stacking). See http://wiki.the-reincarnation.org/index.php/Maerlyn_Style_White#Stacking_Ideas for more details. Greens will aim for heavy melee against your top grounded units, magic ranged against your mid to top units, and some psychic ranged damage mid or lower stacked units. Units, like treant and mandrake, are used for the melee damage with Rust Armour. Phoenix (nixs) and Earth Elemental (EE) are used for their high secondary magic ranged attack and used in genral because they're that good as units. Nymphs and dryads are sometimes used in large stacks mid stacked or lower to do psychic/magic ranged damage and fatigue.)
You can get around these attackers and their frequent attacks by:
--Stacking 2-4 solidly-sized units (13%-25% or more) and 3-4 filler-sized units (3%-10%)
--Using the spell Battle Lust (BL)
--Using some inexpensive and expensive items complementary with BL
--And entering damage protection status (based on a moving time-frame).
The setup is an anti-holy-melee that hopefully will deal heavy damage against your attackers (via you being over-summoned and BL).
Items to be used with BL:
A) Boosting Resistance
-- Brooch of Protection (Brooch) [+50% melee resist.] against treants, mandrakes, titan, and SW’s (holy melee)
-- Missile Shield (MS) [+50% ranged resist.] against phoenixes, nymphs, and other ranged units.
Brooch and MS's resist. bonus are capped out at 100% and then averaged in calculating resist. for non-mono attack type (ex. Magic Ranged). Against non-mono attack type, units with high ranged/melee resistance (like djini and lich) do not benefit that much from brooch or MS. Units with moderate resistance (like efreeti and HD) do. Brooch often grants immunity attack immunity or really high melee resistance, even against Rust Armour.
B) Offensive
-- Bubble Wine (BW) [+20% Primary AP and +30%HP] greatly reduces BL’s HP reduction and further drive the primary AP
--Ash of Invisibility (Ash) [striking 1st]
--Candle of Sleeping (-10% all resist. and efficiency) boosts your units’ ability to do damage
C) Defensive and Offensive
--The Spider's Web (Web) [-1 attack initative to all attk] stops titan’s primary holy melee attk and trees (all together) and slow down faster units enough for some of your units to strike first (damage + fatigue)
--Carpet of Flying (carpet) [all units fly] non-ranged ground units cannot hit your flying units
For info on other items, see http://wiki.the-reincarnation.org/index.php/Items and the item’s own page.
D) Defensive (DON’T use BL; use stun or bloodcurse)
--Satchel of Mist (mist) [reduce accuracy by 10%]
Solidly sized units (13% to 20% or way more) that are usually stacked are: efreeti, lich, and horned demon (HD’s). Unholy reavers (UR’s) can be incorporated, once you have the population and land and if needed, disbanded some or all of your HD, vamps, and wraiths. The 2-5 filler sized units (3%-15%) can come and go and depend on your liking. The frequent filler units include: djinni, DEM, vamps, medusa, salamanders, wraiths, zombs, sylphs, HD, and hydras. They don’t have to be all stacked and shouldn’t.
The scheme of stacking is to keep one of your ranged units (the one lesser in%) in the mid to low stacking, have some non-ranged ground and/or flyer units above that ranged units, have the higher % ranged units above those non-ranged ground and/or flyer units, and have some more non-ranged/or flyer units above the higher % ranged units...lastly have something on top. Since most of your solidly sized units are ranged units, they can be easily stacked in the mid to low stacking in numbers. Your lower stacked ranged units can then have a better chances of hitting lower and more vulnerable units of your attackers and still be in position to absorb damage if there are no other units on the ground stacked above them.
An army stacking could be something like below for 2100ish-2600ish acres where lands lost can be easily attained back: (exploring works too, especially below 2100-ish acres)
1st: HD’s (15%-20%)
2nd: Efreeti….or Lich/Djini/Vamps
3rd: Djini or Vamps
4th: Wraith or Slyphs (5%-8%)….or Lich/Efreeti
5th: Wraith or Slyphs (5%-8%)….or Lich/Efreeti
6th: Medusa or Salamander….or Lich/Efreeti
7th: Medusa or Salamander
8th: Pyschic Wisp (PW) or Sprite
9th: Pyschic Wisp (PW) or Blackmarket Nymphs (3-6%)
10th: DEM
Battle Lust
Brooch of Protection
There are many units that are can be switched around—too many!
The foundation is still the same. Brooched HD’s and efreeti can provide you with a good defense against the teeth of white and green melee associated units. Djinni and vamps can absorb most ranged attacks from white and green units (other than Nixs and EE). The other flyers, medusa, and salamanders are used to lower your lich even more, if desired, and to do damage. Slyphs, sprite, PW, and wraith will help you enter damage status protection.
To have a better chance of out damaging your attacker, you are going to jack up your troops’ primary attack power (AP) by 80% w/ BL (battle lust) and by 10% with Battle Chant at a cost of 30% and 5% to your troops’ health points (HP) respectively. That’s a boost of 90% to your primary AP at a cost of -35%HP.
Since you don’t want the HP reduction, or at least not all of it, your forts then must be built to around 1.00% (or higher) to get some fort HP bonuses to compensate for the loss of HP. If you’re not using BW, then fort HP bonuses are all you have.
Units with moderate (around 4) to high primary AP ratio (primary AP/power rank), moderate or above HP ratio and moderate or better resistances and accuracy modifier will greatly benefits. They do not die that fast and can hit hard with BL. You’re sort of doubling the numbers of HD’s, medusa, wraiths, salamanders, DEM, nymphs (blackmarket), reengage wizards, and whatever by doubling their primary attack points after all. Please do try other units that you can think of and have fun with it:)
BW and BL Stacking
1st: Djini or Vamp
2nd: Lich
3rd: Vamp or Djini
4th: Wraith/Slyphs (5-10%)
5th: Wraith/Slyphs/HD
6th: Efreeti
7th: Wraith/Slyphs(5-7%)
8th: Medusa
9th: Salamanders
10th: DEM
Should be used when Doms/AA/Peg are not present:P
Overall, the loss of HP for that much gain of primary AP for your moderate or high primary AP ratio endowed units is well worth it. The REASON you get around the frequent attacks with the stacking and defense setup mentioned is because you will tend to end up in damage status after around 2-4 attacks. The odds are not that bad. (C'mon:O'? You're super-oversummoned, considering how land skinny you are and how you’re jacking up your primary AP for an army w/ moderate to high primary AP wielding units.) So, you will tend to end up in protection, losing some lands or not at all, and hurting your attackers dearly. That's how you will limit the numbers of your attackers.
Threats of devil countering should also be used:)
Morevoer...
In the 2100 to 2400, you can ideally either enter damage protection after the third attack. Battle Chant and over-summoning comes in handy here. You can more easily out-damage and enter protection sooner with Battle Chant and over-summoning w/in 1900-2400ish acres and 8-12mil-ish power ranking. If you lose land, then damage protection will come after the 2nd or the third attack. To enter damage, 30% of your mage's net power must be lost. You will just have to over summon to like 12-13mil of power and then drop to 8-9mil of power (that's about 30% loss from 12-13mil) after 2-3 attacks. Yeah, you will lose that much net power in army powers. Since you're land-skinny and oversummoned, you won't be toothless after some whacking.
Also, around 2600 to 3500, you might want to use bubble wine in combination with battle lust, battle chant, and sun’s accuracy favor. W/ a few cheap valor heroes(2), you can jack up your primary AP to 120% and will probably get some interesting battle reports with this combo on defense. Heavy doms are usually out of sight, so you high stacked lich should be okay.
On offense you get a thorough disbanding of your stacking if you get BL through:'O You can disband this way and lessen your chances of losing your heroes.
--Note: Always try to counter/disband the attacking greens and whites, even if you have to over summon. Don't be at a disadvantaged by not knowing what the attacker stack on defense so that you can come up with better attacking stack next time… If you're feeling nasty, throw in a head of medusa or some spell to ruin your attacker's stacking:_
Defending Continue…
The items--different set of items--are very important and should be collected in numbers per run. MS, brooch, and BW are usually cheap. So, you can easily amass them all together at affordable prices. Without items you are handicapped with your choices of stacking, especially at 2,000 acres of lands. With items you can get a more solid defense because you can limit your vulnerablity to certain unit-unit match-ups.
Hence, use item! Don't just leave your item setting blank! If you have the geld, then get the better, more expensive ones: web. Don't let inflation ruin your money;O) Try to buy a bunch of one item on one run, the next bunch of another item on the next, and alternate your stacking and setup accordingly to the item on the next day round or not. The choice is yours.
More important is your barriers. You should have close to or full barrier (2.50%). Barriers prevent your attackers from having their ways with the spell and item that they want to use on you.
Knowing how to enter damage status is then only beneficial to you. Damage Protection ("D") is entered when you have lost 30% of your NET power (i.e. power ranking) due to attacks and attacks alone. It lasts 24 hours from the first attack--FROM THE FIRST ATTACK--that counts toward the 30% NET power lost [moving time frame!…..see example below…]. The easiest way to tell how long you really have in damage protection from the time you login and found yourself damage is by checking the chronicle on your mage.
[From: Alzorath's FAQ v0.2; [1]]
Damaged Example:
Attack 1 Day 1 22:00:00 :: 5% np Damage.
Attack 2 Day 2 0:00:00 :: 10% np Damage.
Attack 3 Day 2 9:00:00 :: 25% NP Damage.
Damaged Protection Entered (5+10+25 = 40, 40>=30).
Day 2 22:00:00 Damage from Attack 1 expires (10+25 = 35, 35>= 30), Damaged Status remains due to still greater than 30% damage in the past 24 hours.
Day 3 0:00:00 Damage from Attack 2 expires (25 = 25, 25<30), Damaged Status Expires due to damage less than 30% in the past 24 hours. Total Time Spent Damaged: 15 hours
Purpose of Units Used
Salamander (7-11%), 4th or lower; for targeting trees); great against "fat" greens who target black w/ mainly top-ground treants and mandrakes b/c such green mages won't have enough low stacks to engage w/ ur low salamanders; salamanders can then kill the top grounded trees (or top envading black's UR's); keep behind HD's to be protected from mid-stacked titains; on offense, great for targetting top-grounded levi; slow, however, will render salamander unless.
efreeti (15%-19%) as 2nd, 3rd, or 4th units for enemy's ground units to hit; can absorbs SW's and uni hits; w/ brouch of protection can take hit from titains' painful melee holy and trees' hits; ideal overall units. can be placed 5th or 6th to wipe out fodder units; problem is that the secondary attack might not be used against something else if the primary attack kill every unit or almost every units; beats titan in 1on1 match up; only unit, beside lich, to be able to survive getting smack by EE or Nix.
Unholy Reaver (UR's) (+20-25%) as the 1 or 2st ground units for enemy's ground units to hit; mainly to absorbs titains, SWs, uni, and trees; keep from stacked behind djini, succubus, or lich around mid-stacking; otherwise, UR's can be targetted by top lich or RD's/chimera; disband on skinny mages to lower # summoned to manage more easily; ONLY 20-25 UR are usually needed; use stackulator to see who UR will fit in w/ the other stacks; killed by nixs and EE.
Hydras: Summon rate~ 450-500; UR’s alternatives…sort of:P; naturally absorb trees (treant do moderate damage only), titan and other white units (THL’ed uni too) due to scales/regen/and health; can beat SW, KT, and titan in a 1on1 match; should not be used with BL and 3rd ground units (EE is usually stacked as the 3rd ground unit in attacking green army); die to fire, psychic, and magic based attackers.
lich (15-20%) as the 1st or 2nd ground units for enemy's ground units to hit. 1st if greens are attacking; 2nd if white are attacking more often; lich can deal w/ trees best because UR's no longer have spell resistance to verdant spell (rust armour); to attack reds at higher lands more must be needed; best to have enough to be able to attack reds and greens; can be top stacked if you don't see whites above you; can be used in mass.
Djinni as top stack- used to lower lich top; murdered by nixs; easily over-killed by doms!
Vamps: blocks MR well; killed by nixs, EE, Doms, chimera.
Mind Rippers (MR)- can actually hurt Doms and SWs; can absorb most white units hits, except against titan; can beat WE but not other elementals, which is just odd.
Dark Elf Magician (DEM), as the last stack, rock! just need 20-40 barracks and recruiting setting of 9,999,999,999; cheaper than MR's till more lands become available; can be costly in higher numbers (7000).
Horned Demon (HD's) (if used as filler sized unit) and medusa (10%-15%) can push down non-ranged units; likewise, djini can also be used to push down wraiths and wraith to push down efreeti/lich; HD's and medusa are great against archangel (if they can reach them), KT's, and other white barrack units; HD’s can kill Nixs too.
Wraith are powerful offensive units; with coverage from vamps and/or djini, they won't die as much and can be deadly against most white units (except SW's, unicorns, and doms) and djini, especially with primary AP bonuses (valor; BL; etc...)
As you move beyond 2500ish of lands and into the 10million power, you have some options that you might want to consider taking and prioritizing:
--Saving turns in re-summoning
--Strengthen your stacking.
To save turns you can start using Night of the Living Dead (NLVD), which costs only 20,000mp and 1 turn, with Lucifer’s +10% summoning bonus (god’s favor) to supplement your re-summoning needs and by building more than 299 workshops. From NLVD you get either: ~11,000 zomb, ~89lich/vamps, ~4,500 shadows, and ~1,000 wraiths from the spell. With vamp, lich, wraiths, and HD’s, you will need more pop to avoid a pop spiral.
To strengthen your stacking you might want to incorporate more defensive and moderately offensive units. On the ground, you have either Unholy Reavers (UR’s) or hydras. In the air you have vampires (if you haven’t been bitten all ready:P).
The problem is your pop upkeep! Keeping mind the lich, HD’s, wraiths, & DEM costs and effects in pop, you really can not really have them ALL. UR’s are most costly because you can easily summon 35-42 of them per casting. Your pop needs to be sound before you start summoning them. You also might need to get rid of some HD’s, wraiths (likely all), and vamps (likely all) and then summon UR. Disbanding UR’s requires pillaging mages to kill off the UR’s down to 15 to 20. If you’re feeling good, then attack and go for lands and disband that way. Once you have your UR’s, you can get Wraiths, lich, and vamps easily and cheaply obtained from Night of the Living Dead spell (NLVD). Disband all disbandable units from NLVD if you do use the spell to get the undead units. Don’t get greedy in using it--stop using it immediately if you have 1900 wraiths or 100-150 vamps because wraiths and vamps are difficult to stack mid to low. Wait till you have more pop to really use it more often. Popwise, avoiding getting a stack of UR’s (20-26) might be better. In which case, you are using the previous stack (see below), though with more flexibility because by now you have not seen top doms your way. Nature's favor helps with the food production and hence your pop-management! Get it to have more room for errors in pop-management if you want.
1st: HD
2nd: Lich
3rd: Djinni
4th: Efreeti/HD/Wraith (Wraith are difficult to place sometime)
5th: Efreeti
6th: Salamanders (at least 7-10%; for attacking top stacked treant in a short army stack)/Wraith
Medusa/Wraith
7th: DEM
8th-10th: Skeleton/zombs/vamps & wraith left over/whatever
Brouch/web
Battlelust
Try UR’s out though. They’re decent, like titan, especially when stacked 3rd or below. Get them when you have build up more farms and towns (around 2700 acres) and only after you have disbanded some of your HD’s and lich, disbanded most or all of your vamps (the wraiths will die on their own) and have around 250-300 djinni. W/ UR disbanding depends on luck and target selection (prefer super skinny, UNDERSTANDING blacks who are probably stacking zombs for ~5-8UR killed, and then whites/greens/blues/blacks/reds~12-17+URs). After killing off some of your UR’s, stack djinni on top of them.
1st: Djinni
2nd: UR’s (~18-22)/Lich--
3rd: -Lich/UR’s
4th: Efreeti (700 and no more!)/Lich
5th: Efreeti/HD’s
6th: Medusa/HD’s/Sylphs
7th: Salamander
8th: DEM
9th-10th: etc...
--Prefer lich 2nd stacked, though UR’s would be a good unit to match up w/ incoming, top stacked titian.]
Battle Lust (if you feel like it)
or Giant Strength, Stun, and Paralyze=) (if you don't)
Staring around 2500 and especially beyond 2700, if you haven’t, get your country ready to use Night of the Living Dead!! See Maintenance and Attacking on attack run w/ Night of the Living Dead. Also, staring around 2700 acres, limit the numbers of efreeti to 700-900 to keep them in the mid to low stacking. At the mid section and higher they won’t last as long and are just too costly to resummon. Resummoning can be VERY painful if your spell fizzles for efreeti twice or thrice. If you fizzle, mp charge once and then try casting again. You can’t afford that many efreeti anyway without losing your diversification.
1st: Djinni/HD’s/Lich
2nd: Lich
3rd: Djinni/UR’s
4th: Vamps
5th: Efreeti/HD’s
6th: wraith
7th: HD’s/Efreeti
8th: medusa
9th-10th: salamander (should be lower than medusa to avoid cost of resummoning to get the #’s)
sprite/DEM
Battle Lust
Bwine if you are using top lich
Brooch if you're using top HD
Note: you need to watch your pop upkeep with a stackulator, keeping in mind that for every 900-1000 pop upkeep you will need about 100,000 of population in order move many turns with your pop-eaters. Get rid of some HD's and lich and ALL vamps if you need to reduce you pop deficit rate. With wraiths, you might need vamps and/or djinni to cover them from good ranged units.
If doms are attacking again, get rid of the wraiths and vamps, switch the top stacked w/ HD's, place the djinni where 3rd or 4th, and DON'T use battlust. Get rid of some lich and MR's (too if you happen to have too many MR's.
1st: HD's
2nd: UR's
3rd: lich
4th: djinni
5th: efreeti
6th: medusa
7th: sal
8th: MR
9th: Dem
1oth: etc
Brooch
Battle Lust
Or stun, blood curse, giant strength, etc.
Do use flame blade only if the SAME greens keep on attacking.
After Defending: Maintenances and Attacking
Maintenance for black mages means doing some attacking to get lands or just to disband. There is no other way. Undisbandable units were meant to die in battles. Hence, in order to mp charge like mana-heavy colors, you are going to strip yourself of your pop eaters for a low negative or a positive mana income (1-2000mp; 2000mp= Spring Cleaning situations; avoid losing too many efreeti; too costly to summon) and MORE importantly a positive pop income (at least 200 w/ some whips of the 3 tails). You should commit to mp charging then only. Get moon’s favor for a boost in mana production, which is well worth it for Sabbath. While you’re at it, get Lucifer’s summoning and AP boost as well. Moon and Lucifer usually get along well 3/4 of the times.
With damage protection, you can take additional advantages of Sabbath and/or moon’s favor by mp charging per turn to get an extra 1000mp per turn. Sadly, YES, you’re mp charging per turn. Yes, you're that bored and addicted to TR!:D The mp you get is random when charging. For some reason, you can get more mana doing per turn charging for some amount of turns (3-4) than you do when charging all (3-4 turns) at once...call it a short term effect that can be extended in multiple short mp charging.
Attacking in damage protection is where black mage can bank lands. You can somewhat safely feed and even bottom feed, which is pretty neat for blacks. If you are lucky to be damaged and have an intact army core (lich, efreeti, and 2-3 other units), what you can do is mp charge, summon non-pop-eating units, bid some items, or whatever to recover some pop freed up from the loss of some of your pop-eater and later use Night of the Living Dead to grab some vamps, wraiths, or lich in a quick amount of turns. Then pump out some HD’s, sylphs, and sprites and go attack reds, blues, and greens after adjusting your stack per attack. Before you hunt, get Sun’s accuracy favor or Lucifer’s primary AP boost (&summoning boost) if you don’t have moon’s favor all ready. As you hunt, you grab some more units from NoLD, summon the cheap units, and re-adjust again. You then continue to attack and repeat till you are ready to mp charge, over summon, and end your run.
Try to incorporate NoLD into your run. The easiest way to do so is to attack and kill of your most of your wraith and vamps and some of your HD's and lich. Lich are tough units. Set up/recover/amass up your pop and then use NoLD. Disband the zombs and shadows. Keep the wraith, vamps, and lich. Beware. Wraiths and vamps will pill up to the top stacking very fast if you don't plan to alter our stacking thru summoning and keep using NoLD.
To stretch out your attack run, attack some blues, especially. They are unpredictable but don’t deal that much damage to your lich and efreeti (MR’s do kill efreeti very well though).
Blues
1st: Djinni/Lich
2nd: Lich/Djinni
3rd: Vamps/HD’s (light enough to hover above efreeti)
4th: Vamps/HD’s (light)/Efreeti
5th: Efreeti
6th: Vamps
7th: Salamander
8th: Medusa
Etc
--The top lich are really just aiming for top djinni. This stacking will usually be used as red targets are no where to be found. You’re really hunting reds with top lich. If not top-lich is not preferred, go w/ a top but very light stacking of djinni or vamps. Any good offensive matchups from djinni, lich, HD’s, and vamps would be great. The real teeth of the attack will probably come from low stacked efreeti and salamander targeting leviathans and elementals, and your folder-killing units. Slow, however, will neutralize salamander and HD's. Without slow or web, salamander will usually be super amazing against levi and grounded elementals.
Reds
1st: HD
2nd: Lich
3rd: Efreeti/Djinni
4th: Efreeti/Djinni
5th: Wraith/Vamps
6th: Vamps/Wraith
7th: Sylphs (Sylphs should be used if you think the reds are deep stacked.)
7th –8th-10th Medusa/Salamander/DEM/Sprite
--Reds’ fodder will likely be killed off before you attack. Sprite are then preferred for fatigue, so you can Leave the DEM behind.
--HD’s is the best unit to take hit from RD’s w/out using any item. Lich will still target top RD’s and are there to absorb chimera attack (best unit to do so). Efreeti is to take on red’s efreeti/hydras. Vamps are there to absorb any ranged unit’s attack away from wraiths if the stacking is in order. Other units are there to do damage to hydras and other grounded units.
You can also just use top lich if you like and bump HD’s below or above efreeti. Just make sure to have sprites and a denser stacking of lich, efreeti, and wraith:
1st: Lich
2nd: Efreeti/HD's
3rd: HD's/Djinni/Vamps for coverage of wraiths
4th: Wraiths
5th: HD’s/etc
…
…
Greens (at 8mil-12mil)
1st: Vamps/Lich/HD’s--
2nd: Lich/Vamps
3rd: Djinni
4th: UR’s/Efreeti
5th: Wraith/HD’s/UR’s
6th: Vamps (enough to lower efreeti)/Efreeti
7th: Efreeti/Vamps
8th: Salamander
9th-10th: Medusa/HD’s/DEM
--HD’s usually get disbanded in matchup against trees and nixs.
--Attacking= wanting to disband too, esp. against greens and oil/stun wielding reds.
--Treants are too tough to kill in numbers. So, you’re targeting the other units. Starting at 9mil of power, greens trend to have many other units. You’re aiming for those other units. Call hurricane is often used. So, ideally you don’t encounter rust armour or sword of light. The top units of greens is what could make things painfully—losing many efreeti. Top lich aim for nixs or to absorb top treants. Top HD’s is to get 2nd stacked lich to aim at nix, getting 2nd stacked treants to hit lich, and for dying. UR’s is to absorb mandrakes and treants attacks. Low salamander is to target treants of green with few stacking. Everything else is there to do damage to folders.
Whites
Whites tend to go with all flyers: AA and Dom. You can attack the ground-stacking one if you want, though you might have to look for one thru pillages and good record keeping.
Just bump lich and vamps down to about mid-stacking stacking. Do get rid of vamps if that would help with your pop!
1st: HD’s/Djinni/UR’s (avoid djinni if you think expect to see top Dom’s, AA, pegs)
2nd: UR’s/HD’s/Djinni
3rd: Djinni/HD’s/UR’s/Efreeti
4th: HD’s/Efreeti/Lich/Wraith
5th: Efreeti/Wraith/Medusa/Lich
6th: Medusa/Sylphs
7th: Salamanders/Sylphs
Etc…
--Top Demons are there to prevent getting the other units in matching with top Dom.
--Djinni are there to attack SW and Unicorn and mainly to bump down efreeti, lich, wraith, vamps, and sylphs. UR’s is there to go after SW too. HD’s, wraiths, and sylphs are there to go after titian. Medusa, HD’s, wraith, and salamanders are there to go after KT’s and white fodders.
Sometime you just want to disband.
Pillage is the safest way to disband. Regular or siege if you need to get disband multiple units; send in the lich/vamps/wraiths/hd together for a quick overall disband of your black pop-eaters. You can still also gain land if you risk losing your overall stacking more by selecting certain targets, depending on how your stacks can be move around. Blues are the best targets in not getting your units banged up, though not always the case:)
As you may notice, the high you go up, the lesser times you get attacked. After 10-12mil of power (assuming you are playing from the beginning of reset), whites tend to not use heavy doms and rely more on ground units. Doms are the toughest units to deal with if you don’t want to use HD’s and UR’s high. Against white grounders, you have a better chance of defending if you pack in more wraiths mid stack and get low stacking HD’s and medusa via outdamaging attacking whites. Wraiths and low stacked HD’s and medusa can hurt whites more than expected. Accept that some lich will be kill in numbers, and that lich are needed against other colors in defending and attacking. Fewer greens (esp. the same ones) will attack you; you can end their attack run with Battle Lust. Their ranged set units are very vulnerable to your mid stacked ranged sets. Plus, you keep using brooch, and devils can really hurt or at least, seem like it to them. For deviling see Doz’s guide!
Eventually, you get attacked twice at most, which is--so odd. Take advantage of the situation and gain lands and make room for mind rippers (MR’s) once you get the lands. Until you reach 13-16mil of power with 3650-3850 lands, you may or may not want to use Battle Lust for defense. Once you do reach the 15+ mil of power and around 3700 acres, you need to get the good items--ash, carpet, or web--in order to use battle lust and become damaged without losing lands. Battle Lust gets difficult to use because you can drop from 14mil of power to 9mil of power, be very land fat in one successful defensive stand, and not be in protection or not long enough for you to come back to your mage and play. It’s better just to lose power gradually with around 3650acres. This way you still have an intact army to defend, even with everything moving around. Additionally, don't forget to get MR’s and lose the vamps if you need to. GET MR's!
Also, consider switching to the 9 stacks below (not counting succubus summon from dream of seduction. With the nerfing, DoS may still be effective. Forget top succubus though!
1st: Djinni
2nd: Succubus
3rd: UR’s/Lich
4th: UR’s/Lich/HD’s
5th: HD’s/Lich/Wraith
6th: Efreeti/Wraith/MR's
7th: Lich/HD’s/Efreeti/Hydras/MR’s
8th: Efreeti (700max)/HD’s
9th: Medusa/Salamander/MR’s
10th: Salamander/DEM
DoS
Missile Shield
Or... Lose the DoS. Get the MR's. Lose some vamps if needed.
1st: Djinni
2nd: Lich
3rd: UR’s
4th: Vamps/Wraith (mid-vamps can be too costly and may require disbanding and resummoning)
5th: Efreeti/HD/MR's
6th: MR’s/Medusa
7th-10th: MR’s, etc
If you don't get MR's, consider using NoLD to its limits by making much room for wraiths and vamps and some stacking in mind to incorporate these high flyers.
Population-manipulation
To have a much higher pop growth rate, have more residency(towns) than food production(farms)---NOT MORE FARMS:D
Having a higher pop growth rate allows you to build up your population to its max faster and without having to use wine of the 3 whips. You hopefully won't end up with an actual-pop: max-pop of 300,000/500,000 and a zero pop growth rate (which then some disbanding of most of your pop eaters and many 3tails drinks).
So if you have gained some lands and want to increase your pop faster, build up more towns than farms to get that higher pop growth rate. Then build the farms once you're about to max your population with the pop reduction taken into account.
Get Nature's Favor for food production bonus. Sweet!:D
Tips
- always have some god's favor.
--get magic's favor and recast conc. and BS. --get sun's favor if you want to do more damage. Accuracy really helps! --get moon and Lucifer' favors if you want to mp charge faster and summon more (best for powering up in ranking). --get nature's favor if you need more farm production.
- get some cheap valor heroes!
--w/ BL, BW, and valor, your primary AP can be boosted to 120% easily.
- quantitatively determine summoning efficiency (Excel might be useful here...)
--turn focused: Summoned unit NP/casting turn) and compare with other units' --mp focused: Summoned unit's NP/ casting mp and compare with other units'
- BS gives only ~+3000mp
--more nodes will be needed to stay competitive with (or have an advantage over) other colors --at 2000 acres(~35%) --at 2500 acres(~40%) --at 3000 acres(~45%) --at 3500 acres(~45%+) --at 4000 acres(~45%+) --at 4500 & + acres(~50%)
Population-manipulation
To have a much higher pop growth rate, have more residency(towns) than food production(farms)---NOT MORE FARMS:D
Having a higher pop growth rate allows you to build up your population to its max faster and without having to use wine of the 3 whips. You hopefully won't end up with an actual-pop: max-pop of 300,000/500,000 and a zero pop growth rate (which then some disbanding of most of your pop eaters and many 3tails drinks).
So if you have gained some lands and want to increase your pop faster, build up more towns than farms to get that higher pop growth rate. Then build the farms once you're about to max your population with the pop reduction taken into account.
Warnings:
School usually ended my mage before ARM. I have no idea how people change their mages after early mid-reset.
Blah-blah:
The battle lust defense for black mages was developed from a joke to see what would happen if Battle Lust (BL), certain items, and some units were used for a black army. Its goal is to provide any black mage, who willing to try about anything, an enjoyable reset in getting some thorough whooping and in DOING some thorough whooping on Severs. Its goal is DEFINITELY NOT to ruin your eyes. If you can boost up the front, please do:(
This battle method is FOR SURE NOT the best out there, but it will give entertaining results and will be updated periodically to include your comments and suggestions, whatever new finding, and especially grammatical corrections. So don’t hold back any comment, suggestion, and especially jokes/other stuffs---the driving forces behind this battle method.
So, Hit Edit fix, comment, etc...:OP
Best Wishes to ALL & MUCH thanks to the good people of Realms of Chaos and those editing the above stuffs!