Ghost Drain
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Ghost Drain
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.
What do you fellows think?
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.
What do you fellows think?
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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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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.
Ghosts aren't that tough. If they didn't have Drain they'd be too easily slaughtered IMO.
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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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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.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
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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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...What, down to 2 health? I've never seen an Ulfserker win against a Ghost. Ever.Velensk wrote:Ulfserkers have a good shot at day, though if I am going to do that I would weaken the ghost first.
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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I didUltimatum479 wrote: ...What, down to 2 health? I've never seen an Ulfserker win against a Ghost. Ever.
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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