Ghost Drain

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ShadowCry
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Ghost Drain

Post by ShadowCry »

I've already brought this up in the Strategies and Tips forum, but it fits here too.

I think there's a small problem in giving Drain to Ghosts. Drain itself isn't as much the problem as their inherent resistance to every weapon under the sun and their consistant defense. I don't think the Ghost needs to be tampered with, just remove Drain and leave it to Wraiths and Spectres. I do, however, like the Drain upgrade, where you heal half the damage you inflict. As I remember, in version 1.0 it was a set 3.

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Sapient
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Post by Sapient »

There's at least one special unit in every other faction with the ability to neutralize the ghost. At least, that's the principle. If you don't recruit those special units then you will have a hard time countering the ghost.
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Post by Null »

Sapient wrote:There's at least one special unit in every other faction with the ability to neutralize the ghost. At least, that's the principle. If you don't recruit those special units then you will have a hard time countering the ghost.
Which unit would this be in the Northerner Faction?
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Haibane
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Post by Haibane »

I guess archer.
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irrevenant
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Post by irrevenant »

Haibane hit the nail on the head: Orcish Archer is indeed the Northerner's counter.

Ghosts aren't that tough. If they didn't have Drain they'd be too easily slaughtered IMO.
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Cuyo Quiz
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Post by Cuyo Quiz »

*pats Haibane*

It's always awesome in those weird times he posts.

Or maybe it's the smiley face... addictive...
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Post by CIB »

I don't know what knalgans would have to counter ghosts.
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Post by Baufo »

CIB wrote:I don't know what knalgans would have to counter ghosts.
Poachers and Thunderers.
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Post by Velensk »

Ulfserkers have a good shot at day, though if I am going to do that I would weaken the ghost first.
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Haibane
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Post by Haibane »

Also gryphons can make good job (especially at day). But yes, imho knalgans are missing special unit to counter ghosts, more likely there are few usable units without great advantage.
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Post by CIB »

Poachers and thunderers? 18-1*50%*50% and 4-4*50%*50%? Isn't that an average of 5 damage for them? Imagine a lucky Ghost on a village vs Knalgans o.o
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Post by Baufo »

CIB wrote:Poachers and thunderers? 18-1*50%*50% and 4-4*50%*50%? Isn't that an average of 5 damage for them? Imagine a lucky Ghost on a village vs Knalgans o.o
Generally as good as every ranged unit counters (or at least ist good against) ghosts since it can't drain health back this way. Ask any expert player about that. But you are probably right that ghosts are nastiest against knalgans since they don't have fire to fight them. And you are also right that it is a good idea to let a ghost sit on a village since due to his high resistances he is relative to the damage he suffers healed more.
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Post by Sapient »

The Knalgan counter unit for the ghost is the ulfserker. But, there are certain things you should do to increase his odds (soften the ghost with ranged units first or attack during the day...)
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Post by Ultimatum479 »

Velensk wrote:Ulfserkers have a good shot at day, though if I am going to do that I would weaken the ghost first.
...What, down to 2 health? I've never seen an Ulfserker win against a Ghost. Ever.

Ghosts are definitely annoying for Knalgans, but Footpads tend to do the trick for me. Attack 'em with ranged and you tend to dodge their melee counterattacks often enough that Drain doesn't refill their health completely. Let a ghost get on a village, though, and Knalgans are pretty well screwed.
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Haibane
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Post by Haibane »

Ultimatum479 wrote: ...What, down to 2 health? I've never seen an Ulfserker win against a Ghost. Ever.
I did :roll:
But it's not so great weapon against ghosts, it's better to hit ghost with some (ranged) attack first, otherwise ghost has decent chance to win even at day (mb except mountains). And ulf has no chance at night usually. Well, in 1.2.x (stable).
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