Heierrat Mage

User suggestions to improve the game

Re: Heierrat Mage

Postby GOSCAR » Tue Mar 09, 2010 8:09 pm

OH forgot about these 2 and their SS.
Killing Machine / LeBeau
The Solar Eclipse / Alphonce
"While Retear in his previous state was certainly powerful, we felt that his skill set was not particularly satisfying to use..." A.K.A. he was too Refess for Refess.
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Re: Heierrat Mage

Postby Demongod » Wed Mar 10, 2010 11:55 am

Not necessarily a strictly better than. Lebeau is easier to time. But in most cases, same thing applies. See mage knight of regus vs. Kurina.
Nerf Elite Fencer. Change start skill to "target unit of agi 4 or higher gets AGI = 3. Then, this unit gets AGI = 4 for this turn and ATK +10"

For the great justice of the diverse meta.
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Re: Heierrat Mage

Postby Harterial » Wed Mar 10, 2010 3:31 pm

Heierrat Mage is an amazing archer unit for level 3. Compare Nightwalker / Riza to her. In a Merc Nation, she'll almost always have more RNG that Riza. Other than that, their stats are pretty much the same except that Mage is 10hp lower, but also an entire level under. Riza is a decent unit to play because of the big damage, but his nighttime skill is conditional and rarely goes off unless extra resources are devoted. Once ranked-up, Heierrat Mage may simply serve as a big damage archer - the action skill may even be considered an added boost. It is a devastating skill against level 2 rushes, often very useful because she's generally safe behind other tanks, and when they are taken down through use of Cemetery Rats, she may in turn wipe the opponent field.

Just because Heierrat Mage doesn't hold up the name of Gowen beatdown to extremes doesn't mean it's not playable.
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