Thanks for the videos. I recently started playing this game again after not playing since before the dragon dlc. Your videos have been very insightful.
Really interesting faction and a great addition to the game. I also think that the primal summon will get nerfed heavily in the near future. I quickly tested the primal faction and the necromany rework yesterday with a necromancer wizard king and the glacial mammoth summon - the early power spike was insane and made early 'impossible' battles trivial. At the moment you can just spawn 2 tanky mammoths wherever you want and charge the enemy backranks with super high damage (charge distance bonus + flanking) even pushing the squishy enemy ranged units closer to your army, allowing you to finish them off easily. I then used raise the undead and summoned zombies from the corpses. All in a single turn. The momentum swing during the battle feels very overpowered in these situations and after the battle you even get additional skeleton units which can lead to crazy snowball effects where you stomp your direct neighbor's capital in turn 25 or something like that.
Yup, exactly my experience as well. I loved using the mammoths stomp attack as well to freeze entire squads solid if the utility was more important than raw damage. It's pretty nuts. And I don't think it'll stay like this ^^ Necro + Primal is a pretty harsh combo me thinks too.
Thanks for the Age of Wonders 4 Primal culture video, Ic0n Gaming. I would like to see your mechanics guide video as well. Hopefully including in-game footage of the combat.
Tome of enchantment paired with the champion who gives an experience buff will also allow you to gain tier 3 units much sooner than the tome of glaives. It can also give you the option to focus on others tomes. I'm focusing on electric damage which will be useful for the lamia transformation (which is pretty powerful) Wizards and spells deal electrified while the melee troops can deal damage. Also stinky is optimal choice as it makes status effects more likely to occur and electric attacks don't deal friendly fire when compared to other magic type attacks.
Yeah, there's definitely plenty of options. I did merely mention Glades + Fey cause they clearly have a natural synergy. I would never assume it's the best choice in every scenario, cause that's not how builds work ^^ Thanks for sharing the concept, elementals in general are so bonkers and should definitely make an excellent faction!
Does Mana Channelers affect the update on how necromancy works? Basically I noticed when I killed some enemies it would say "do you want this skeleton for X mana" does mana channelers decrease that cost?
@@Ic0nGamingThanks, I started last night with a group of wolves that worship the wolf but went necromancy... no clue why I wanted the group that was all about order to be cannibals and also using undead but I find it hilarious. Didn't get far though. Playing the story mission #5 and got wrecked horribly.
@@xavierdoesntmatter yeah that story missions seems like it was made for seafarers trait and adept settlers. You really can't waste anytime in that story mission. Personally it seems that primal culture suffers in that mission more than other cultures. Empire and ashes was the same way it's dlc story mission was ideal for the mystic faction and reavers struggled more since you fought many high defense low resistance Golem characters.
@@millerrepin4452Not talking about the newest story mission. I'm talking about the base game Story Mission #5. I don't play very much so I decided to tackle it with Primal Wolves and got my butt handed to me. It seems like the people have tons of tier 4 and 5 upon start.
You forget something about the animist which makes them useless compared to other support units. They need 5 stacks of rising fury to summon. Their allies need 5 stacks to be properly healed. So it takes at LEAST 3 turns for this guys to get the stacks, which means they into the fight properly at tuen 4 (provided they hit the enemy!). Ofc you can always waste the heal unto them and get 2 stacks, which means get the summons 1 turn earlier. Or you waste a unit slot for a second support unit which doesn do much by itself...No thanks...
1. At the Beginning i didnt understand that "single attacks" only give me 2 stacks, but dont use 2 stacks. That is very intresting for primal spider, becouse if you have your charges on a charge unit you can heal with this 50 hp instead of 25. 2. becouse your favorite terrain gives you so much, it is worth to build a farming guild. With tge farming guild you can reach like 1 000 food income. Later you can exchance the farming guild and all of your farms for something else. 3. I see you did it yourselve, so i think you know. Its possible to increase the Range of the special attack of the Primal Darter. So extra Range is very good for them. They only dont jump back like its discribed when your range is to high. 4. The spirit heal makes your support heroes way more useful.
I really need some help. I chose tunneling spider and I can't for the life of me find another spider den besides the initial that spawns at the throne city in the first turn. I've gone through so many underground passages and I can never come across another. What makes them spawn? Any help would be appreciated
I usually use the healing spell on them even if they are full hp if I really want to get a summon off. I prefer to give my heroes the healing skill which gives primal fury stacks to have an easy way of either healing my dudes or getting a head start with the summons. Don't worry spamming the heals before combat, they will come off cooldown during combat (or you leave 1-2 uses for emergency cases). Hope this helps o/
I haven't played them yet, but getting the heal skill for all heroes seems a bit controversial to me. Heroes are meant to deal damage, not waste time for single-target support actions, as they will deal much more damage than any buffed low-tier unit (I mean T3 as low-tier too for mid-to-late game). Especially that the only racial units that you will likely be using since mid-game are the Wardens, because others are too squishy. I always end up with minimal number of racial units, because they are always to weak for late game. The tomes that you mentioned seem to be indeed excellent fit for this race which is... kind of a problem, because it is limiting. Hard to take anything different in Tier 2. :)
Well I personally like to avoid risking the life of my heroes most of the time and therefore tend to use their supportive qualities mostly. I see your point though! Just want to explain why I love using support heavy builds on my heroes. And that also ends up in me using my cultural units quite a lot for fighting. Thanks for your comment, you got me to some new ideas! o/
@@Ic0nGaming Thanks for the answer. Personally I've never felt that my heroes are in danger if used (and developed) properly. Highest damage dealers are ranged heroes anyway, so they are generally safer. But even melee ones can deliver a punch and are pretty hard to kill, as there's lots of protective gear available (or now craftable in the forge - that also applies to damage dealing). And they also can be resurrected from the crypt which is a bit pricey early, but not so much later and it is so rare that it is not really a problem. You seem to have lot's of tutorials, but I don't see any actual AOW4 playthroughs. Why?
@@erykczajkowski8226 Time constraints mostly. A playthrough series yields way less views than tutorials and I still am struggling to make a living off of my channel. Because one full session with all explanations and such ends up in a lot of 30 minute episodes which would be tons of work and low yield. So I end up doing my gameplays off-cam mostly. And in my scenario due to my heroes being fully support specced, they melt like ice in the frontline. The AI often focuses down my dudes in one turn succesfully if I use them offensively but I guess that's entirely the build/item difference at that point.
Thanks for the videos. I recently started playing this game again after not playing since before the dragon dlc. Your videos have been very insightful.
Really interesting faction and a great addition to the game. I also think that the primal summon will get nerfed heavily in the near future. I quickly tested the primal faction and the necromany rework yesterday with a necromancer wizard king and the glacial mammoth summon - the early power spike was insane and made early 'impossible' battles trivial. At the moment you can just spawn 2 tanky mammoths wherever you want and charge the enemy backranks with super high damage (charge distance bonus + flanking) even pushing the squishy enemy ranged units closer to your army, allowing you to finish them off easily. I then used raise the undead and summoned zombies from the corpses. All in a single turn.
The momentum swing during the battle feels very overpowered in these situations and after the battle you even get additional skeleton units which can lead to crazy snowball effects where you stomp your direct neighbor's capital in turn 25 or something like that.
Yup, exactly my experience as well. I loved using the mammoths stomp attack as well to freeze entire squads solid if the utility was more important than raw damage. It's pretty nuts. And I don't think it'll stay like this ^^
Necro + Primal is a pretty harsh combo me thinks too.
Can't wait to see all the builds you'll come up with, thanks for all the hard work!
Thanks for the Age of Wonders 4 Primal culture video, Ic0n Gaming. I would like to see your mechanics guide video as well. Hopefully including in-game footage of the combat.
7:48 they should make some 'only forest' stuff to favorite terrain type.
Yeah, Grasslands and Forests right now have no racial trait afaik.
Tome of enchantment paired with the champion who gives an experience buff will also allow you to gain tier 3 units much sooner than the tome of glaives. It can also give you the option to focus on others tomes. I'm focusing on electric damage which will be useful for the lamia transformation (which is pretty powerful) Wizards and spells deal electrified while the melee troops can deal damage. Also stinky is optimal choice as it makes status effects more likely to occur and electric attacks don't deal friendly fire when compared to other magic type attacks.
Yeah, there's definitely plenty of options. I did merely mention Glades + Fey cause they clearly have a natural synergy. I would never assume it's the best choice in every scenario, cause that's not how builds work ^^
Thanks for sharing the concept, elementals in general are so bonkers and should definitely make an excellent faction!
Does Mana Channelers affect the update on how necromancy works? Basically I noticed when I killed some enemies it would say "do you want this skeleton for X mana" does mana channelers decrease that cost?
Since you pay it all with Souls, I don't think so.
@@Ic0nGamingThanks, I started last night with a group of wolves that worship the wolf but went necromancy... no clue why I wanted the group that was all about order to be cannibals and also using undead but I find it hilarious. Didn't get far though. Playing the story mission #5 and got wrecked horribly.
@@xavierdoesntmatter yeah that story missions seems like it was made for seafarers trait and adept settlers. You really can't waste anytime in that story mission. Personally it seems that primal culture suffers in that mission more than other cultures. Empire and ashes was the same way it's dlc story mission was ideal for the mystic faction and reavers struggled more since you fought many high defense low resistance Golem characters.
@@millerrepin4452Not talking about the newest story mission. I'm talking about the base game Story Mission #5. I don't play very much so I decided to tackle it with Primal Wolves and got my butt handed to me. It seems like the people have tons of tier 4 and 5 upon start.
You forget something about the animist which makes them useless compared to other support units. They need 5 stacks of rising fury to summon. Their allies need 5 stacks to be properly healed. So it takes at LEAST 3 turns for this guys to get the stacks, which means they into the fight properly at tuen 4 (provided they hit the enemy!).
Ofc you can always waste the heal unto them and get 2 stacks, which means get the summons 1 turn earlier. Or you waste a unit slot for a second support unit which doesn do much by itself...No thanks...
1. At the Beginning i didnt understand that "single attacks" only give me 2 stacks, but dont use 2 stacks. That is very intresting for primal spider, becouse if you have your charges on a charge unit you can heal with this 50 hp instead of 25.
2. becouse your favorite terrain gives you so much, it is worth to build a farming guild. With tge farming guild you can reach like 1 000 food income. Later you can exchance the farming guild and all of your farms for something else.
3. I see you did it yourselve, so i think you know. Its possible to increase the Range of the special attack of the Primal Darter. So extra Range is very good for them. They only dont jump back like its discribed when your range is to high.
4. The spirit heal makes your support heroes way more useful.
I really need some help. I chose tunneling spider and I can't for the life of me find another spider den besides the initial that spawns at the throne city in the first turn. I've gone through so many underground passages and I can never come across another. What makes them spawn? Any help would be appreciated
how to unlock the primal summon?
have never been able to get Animist to 5 boon to summon Primal Wolf!
I usually use the healing spell on them even if they are full hp if I really want to get a summon off. I prefer to give my heroes the healing skill which gives primal fury stacks to have an easy way of either healing my dudes or getting a head start with the summons. Don't worry spamming the heals before combat, they will come off cooldown during combat (or you leave 1-2 uses for emergency cases).
Hope this helps o/
Tome glades is to good. It just a general solid choice most of the time maybe not the best choice but never the worsts choice.
I haven't played them yet, but getting the heal skill for all heroes seems a bit controversial to me. Heroes are meant to deal damage, not waste time for single-target support actions, as they will deal much more damage than any buffed low-tier unit (I mean T3 as low-tier too for mid-to-late game). Especially that the only racial units that you will likely be using since mid-game are the Wardens, because others are too squishy. I always end up with minimal number of racial units, because they are always to weak for late game.
The tomes that you mentioned seem to be indeed excellent fit for this race which is... kind of a problem, because it is limiting. Hard to take anything different in Tier 2. :)
Well I personally like to avoid risking the life of my heroes most of the time and therefore tend to use their supportive qualities mostly. I see your point though! Just want to explain why I love using support heavy builds on my heroes.
And that also ends up in me using my cultural units quite a lot for fighting. Thanks for your comment, you got me to some new ideas! o/
@@Ic0nGaming Thanks for the answer. Personally I've never felt that my heroes are in danger if used (and developed) properly. Highest damage dealers are ranged heroes anyway, so they are generally safer. But even melee ones can deliver a punch and are pretty hard to kill, as there's lots of protective gear available (or now craftable in the forge - that also applies to damage dealing). And they also can be resurrected from the crypt which is a bit pricey early, but not so much later and it is so rare that it is not really a problem.
You seem to have lot's of tutorials, but I don't see any actual AOW4 playthroughs. Why?
@@erykczajkowski8226 Time constraints mostly. A playthrough series yields way less views than tutorials and I still am struggling to make a living off of my channel. Because one full session with all explanations and such ends up in a lot of 30 minute episodes which would be tons of work and low yield. So I end up doing my gameplays off-cam mostly.
And in my scenario due to my heroes being fully support specced, they melt like ice in the frontline. The AI often focuses down my dudes in one turn succesfully if I use them offensively but I guess that's entirely the build/item difference at that point.