![]() ![]() Originally posted by Ichthyic: you use it on your first turn, after moving such.It costs 3 action points to Channel Power, so you can't use it after moving. But it has a fairly big opportunity cost and is very situational. And with so few skill points, and so many other potential strong things to pick, it just falls out of favour.Īgain, it is not that it "cant work". ![]() The problem is, you have no way of knowing if your prefered target for that special attack will be within range the next turn. What it really does is super charge a specific attack, once(since most of them have a fairly long cooldown, you can maximize its effect). If you are already in range, it is more effective to simply engage the normal way, two turns in a row.Īnd it can only be used once per battle, so you would have to also pick Weaver to use it again. ![]() This makes it extremely situational, as its effectiveness relies on good targets to actually be in range on the following turn to not waste it. Then you have 1 turn where magic attacks will deal +80% damage. It requires 3 points, so you cant move into a position to use it, unless you have additional skills that allows movement for free. all done from range, and you can choose AOE or single target damage. there are few enemy stacks that are going to survive that. adding more heros extends the number per turn, and the number of turns you can do it. then you can reset each others abilites and you can do double damage, twice per turn, for two turns. as mentioned above, if you have TWO heros. then you have a full turn where any of your magic abilities do nearly double damage. ![]() even if you are only using ONE hero in a stack, you use it on your first turn, after moving such that all your abilities will be in range on the next turn as the enemy approaches. Originally posted by Ichthyic:don't know why people are saying it is useless. ![]()
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