![]() ![]() This hurdle had to be somehow overcome since scouting is a vital part of warfare. Being fast on their feet is certainly not their specialty. They are fully aware of their strengths as well as their weaknesses. They are usually trained dwarven infantry soldiers equipped with axes and shields but also with crossbows and magic.ĭwarves are rather delusional. Those units are recruited at the Stone Halls. Either within the Stone Halls or within the Granite Halls. Those units are separated in by the building they are recruited in. Now following is a list of all regular units in SpellForce 3: Soul Harvest. Additionally they would even summon powerful beings or construct devastating devices for warfare. Anyone who would go against the bearded fighters would have a terrifying enemy as the dwarves are not only expert fighters, they are also equipped with the best gear that could be crafted on all of Eo. However everyone daring to trespass their grounds, will incur their wrath. ![]() The proud dwarves of the Windwall Empire were no people that would actively search for wars. Typical 4 melee DPS with Undergast as sole healer hybrid.The loading screen of the army in the multiplayer of SF3: SH Nigh ironically, when I want to power through content (vs rpging with magic) mages will drop off hard in favor of melee fighters. ![]() ![]() In addition, weapons (or acc) allows a hero to stack a lot of different damage types contrary to staves - you can hit any kind of weakness on a dual wield character and you don't even need to really plan for it. While it is true that magical resistances are in general lower than physical resistances, they also get hard countered more often (nothing a good weaken won't fix for both sides though). Unless running a full ranged DPS party, you'd want them generally stacked together since aura's (short range) are too efficient to pass up on (should highlight that I do not favor 1 CON glass cannon mages on CM). This was just talking about the main game, staves are a lot more interesting in Soul Harvest.Įxactly for the reason you mentioned (staff sees diminished usage when mage gets stronger) combined with the fact that they have lackluster DPS (past AOE variants early game) or neglible utility (late game offers more versatile and stronger alternatives) made me consistently swap to a dagger + shield loadout throughout my Circle Mage playthroughs - the passives are always active (25-35% overall damage reduction is nothing to scoff at on top of your resistances) and it offers more utility (silence/purge dagger/renegade sword, aura of weakening/heal/immunity shield to name a few). So what gives? Am I missing a hidden OP feature of the staff? Are the devs intimidated by long magical shafts of dominance and deliberately made them weak? Is it better in Soul Harvest? While true that AOE variations have at least a minor aspect going for them, their overall dps contribution is still relatively miniscule in AOE if you are actually pressing AOE skill buttons. They carry more weight in a build versus a staff save early game (where they are just decent overall unless you exploit resistances). As it stands, actually using daggers and shield are a low investment alternative which I find more efficient (worth to note that the emergency artifact of dave is a legit equip as well). No scaling, no fancy effects, bad synergy with a caster and it seems many passives do not trigger on staff auto attacks. However, typical variation aside in potency, one weapon really stood out. The last few days I've been trying out many builds on different files, which I found really enjoyable (some fun builds, wet noodles and very potent ones out there). ![]()
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