I know some people struggle with Industrious but it’s primarily because they don’t pay attention to how to beat utilize them! They’ve been overlooked by many on the forums because “oh so what a little defense” but it’s wildly impressive how much damage they can tank
You did not mention Defensive Master hero skill industrious culture gives you access to. It enables you to spend all hero's AP attacking and then enter defense mode. If you build for defense mode and retaliation (Bulwark+Ferocious traits), give melee hero spear, spend all AP on attacking and then retaliate 2-4 times, total damage is insane. All your need is mobility, but it can be gained with any of three major transformations - Angelize, Demonkin or Astral Attunement. Also Supergrowth minor transformation also helps, giving one more retaliation.
Support and physical range (only 1 buff compared to archers 3) weak & no Battlemage. Leaving Hero tanking, robust infantry, and a special scout. So tome choices around how to replace/create more than one of those roles thus effectively losing a tome pick with all of the consequences. The key economy improvement is an exact copy of the Rock tome one, so in that and some other ways easier to do more materium on Mystic or even feudal. Still fun to play the odd industrial builds say nature or cryo (or doing without mages and archers) and going for golem though.
have you done a video about evolution. seems i have always overlooked this with the different spirits. are they worth using to evolve? i see the new tomb buffs evolutions
Yeah, they are not meant to be damage dealers in this roster, they feel more like supporters. But they are really important for the culture, cause defensive stances are really an issue. I'd be already totally okay with higher range for them, I don't even want more damage. But yeah, they feel a bit too weak. Something just could use a bit more juice, I can't disagree here. Cause basically a Shock Unit would do a very similar job here and is also quite good in the Industrious Roster with all the buffs and heals.
I know some people struggle with Industrious but it’s primarily because they don’t pay attention to how to beat utilize them!
They’ve been overlooked by many on the forums because “oh so what a little defense” but it’s wildly impressive how much damage they can tank
You did not mention Defensive Master hero skill industrious culture gives you access to. It enables you to spend all hero's AP attacking and then enter defense mode. If you build for defense mode and retaliation (Bulwark+Ferocious traits), give melee hero spear, spend all AP on attacking and then retaliate 2-4 times, total damage is insane. All your need is mobility, but it can be gained with any of three major transformations - Angelize, Demonkin or Astral Attunement. Also Supergrowth minor transformation also helps, giving one more retaliation.
Ha, nice one, thanks for adding this!
Support and physical range (only 1 buff compared to archers 3) weak & no Battlemage. Leaving Hero tanking, robust infantry, and a special scout. So tome choices around how to replace/create more than one of those roles thus effectively losing a tome pick with all of the consequences. The key economy improvement is an exact copy of the Rock tome one, so in that and some other ways easier to do more materium on Mystic or even feudal. Still fun to play the odd industrial builds say nature or cryo (or doing without mages and archers) and going for golem though.
Prospecting scouts are very op , if used right
Good.
And now watch your golem build
have you done a video about evolution. seems i have always overlooked this with the different spirits. are they worth using to evolve? i see the new tomb buffs evolutions
idk why but seeing a dwarf on a horse just feels wrong, at least put them on a hog ffs XD
I feel you. Ponies, anybody?
crossbows need a buff! they cant compare with archers at all, fk that 3 or 5 armor penn, thats pathetic
Yeah, they are not meant to be damage dealers in this roster, they feel more like supporters. But they are really important for the culture, cause defensive stances are really an issue. I'd be already totally okay with higher range for them, I don't even want more damage.
But yeah, they feel a bit too weak. Something just could use a bit more juice, I can't disagree here. Cause basically a Shock Unit would do a very similar job here and is also quite good in the Industrious Roster with all the buffs and heals.