Difference between revisions of "Avatar TWS2 MP"

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==Avatar skill-tree - tips and how to overcome the bug==
 
==Avatar skill-tree - tips and how to overcome the bug==
  
There are four ways to spent skills in your avatar skill-tree.
+
We can say that there are 3 main-trees and one side tree (physical)
It depends always on your liking, the way you want to play the game and of course on your general controlling skills.
+
 
 +
The 4 trees are:
 +
 
 +
1. Leadership
 +
2. Bow Mastery
 +
3. Physical
 +
4. Melee Combat
 +
 
 +
The 3 main trees are all good. I see people playing online with all 3 trees.
 +
 
 +
With time we see more and more player reaching level 10, which raise the funds to 22k in MM battles.
 +
If you consider this, the leadership tree becomes less good, since the base moral in 22k games is pretty high due to all those expensive high moral units we have to use.
 +
 
 +
Melee gen stick to the stats he can max gain. With higher funds, Vets get better stats and in relation the gen stats are less worth.
 +
 
 +
Bowery is the way to go, If you shoot, the arrow doesn't care how much the unit did cost, they hit at 5k and also on 22k. The difference is, that at 22k, the bow gen hits a lot more "cash" with each arrow, since there will be a lot more expensive units around.
 +
 
 +
The risk, that your gen gets beaten with many upgraded vets is a lot higher, than in low fund games.
 +
 
 +
There are abilities you always want to have, like Inspire and bow. Its both in the first level of the trees and you just need 1 point for each.
  
  
 
==Leadership==
 
==Leadership==
'''Leadership''' is good for an overall boost of your army, you can raise the influence circle of your general (seen in battle as blue circle). [br]
+
This tree is all about boosting the whole army as well as the units of your allies.
'''Inspire''' is a first good ability you can gain, this open an option in game, where you can select it and give this boost to one of your units.
+
 
Each of this abilities has a Cool-Down (CD), some skillpoints can be spent to reduce this CD.
+
It's less good in 5k games, since you simply play with a few units only and the skills wont pay of as much, as a melee gen or bow gen. Leadership shines at 10k games, since you run around with many low moral units.  
Deeper in the tree you can find "stand and fight" which is a quite strong ability.
+
 
 +
With 14k it's still useful, while it is almost useless in 22k games. In high fund games, you hardly need another moral boost for all the high moral units you field. If you play 22k games, you hardly field cheap farmers, you have a hard time to spend all the money and you will have units with moral 10 or higher all the way.
 +
 
 +
Moral 10 and rally, will be more than enough to ensure, that your units don't rout and fight till the last men.
 +
 
 +
Inspire. The inspire, as already mentioned, is a must have. The second point will reduce the CD, nothing else.
 +
 
 +
Rally. Its okay, not too good, it also effects the CD and you gonna take it to spend the 10 points to reach "stand and fight" and also to get access to "increased aura".
 +
 
 +
Fatigue Resistance. Pointless. With the current fatigue you don't need it. Units can run quite some time, before they get tired and they refresh very fast. It's not worth it to put points into this.
 +
 
 +
Scare Enemies. Well, we did tons of moral penalty tests and we couldn't see any effect!
 +
 
 +
Increased aura. if there's not much more you can choose from, you have to spend points into it. It increases the blue circle for a good amount and it's actually useful.
 +
 
 +
Stand and fight. The best ability in leadership. It's a must have! During a battle, you can activate it and the general will unmount, build a defensive quarter and can't be moved or used for anything else. The general has a red circle which is bigger than the blue circle. Any unit standing in this red circle gets the boost.
 +
 
 +
Increased Army Moral. I never took it, the other things are already so good too boost the moral of your units, also remember the rally ability, this point you can spend somewhere else, it's not worth it.
 +
 
 +
Summary.
 +
 
 +
Leadership is good at games with 5-14k funds, it's best at 10k. It pays off most with many low moral units, which you will use mostly at 10k games.  
 +
 
 +
It also makes a difference if you play solo or in teams. In teamgames leadership is more worth, since the huge circle of stand and fight will include other armies as well. In 3v3 games I would always want to have one leadership general with me.
  
Stand and fight, let your general dismount and create a box on the field, the zone of influence is increased and it boosts all units in this range. You general wont be able to fight on himself in this situation.
 
  
Leadership is good for people who want their general behind the lines in a "safe" spot.
 
  
 
==Bowery==
 
==Bowery==
Is a way to boost your general unit, as the name say, you can now shot with your general unit.
+
 
There are a few interesting abilities, you can get a moral shot and make the shooting more effective. Bowery is good for people who want a bit more action with their general unit and more movement, you need good controlling for this, since no one wants to lose his general!
+
Bowery is all about your general playing as bow hero... No, wait, a bow hero gets smashed in 3 volleys from my general!
 +
 
 +
Lets get some facts. The range is 200, the accuracy 95 and the reloadskill 80. You can get armor piercing and whistling. The range is the max for bow units, a bow hero is the only unit which can get to 200 as well, apart from artillery...
 +
 
 +
 
 +
The abilities:
 +
 
 +
Enable Bow
 +
 
 +
Nothing to say about, it's the only point to start with, it's a must and like the name say already, it enables bow.
 +
 
 +
Hint: In game you can check easy, if your enemy gots a bow or not, just zoom into their generals, you will see the men having bows.
 +
 
 +
 
 +
Bow Damage. Well, we dont know much about how the "damage upgrades" work, but we guess, that each unit has hitpoints and arrows have different "damage points". To give an example. If a man has 11 Hitpoints and a cheap bow has 5 damage, then this man needs to get hit by 3 bows to get over the cap of 11.
 +
Before this, you have to pass the missile check and also the armor check.
 +
 
 +
Bow Damage itself doesn't feel too strong, but you need to take a point to get to armor piercing.
 +
It's possible, that the units have different hitpoints, so its possible, that bowdamage has more effect vs. units with higher hitpoints. If you hit a man with 3 hitpopints with a bow, which has 5 damage points, you won't need more bow damage, 5 is kill already, since it's higher than 3. If you now think about a naginata unit, which could have (example) 6 hitpoints, you cant get a kill from one shot. Now the bow damage would make the difference.
 +
 
 +
 
 +
Extra Ammunition. Is a must, there are hardly fights, where your general hasn't used almost all his ammo.
 +
 
 +
Accuracy. Is a must. It's simply a great stat, not much more to say about.
 +
 
 +
Speed. Is in physical tree, you need at least 1 point, but for the sake of movement, it's better to take 3 points. With 3 points your general has a good speed and is about same as fast, as other cavalry.
 +
 
 +
If you stay mostly behind your lines and dont move out a lot, than you can skip the 2 extra points.
 +
 
 +
Armor Penetration. We tested it with and without. If you shoot at low armor units, like ND or ashi, you wont need it, once you meet high armor units, such as melee general or naginata, it becomes handy.
 +
 
 +
If a melee general isn't moving, you can kill him with inspire in 3 volleys. The armor means nothing.
 +
 
 +
Reload Speed. Same as Accuracy, great stat, it's a must.
 +
 
 +
Fire arrows. Looks good, but has no real effect. Seems useless.
 +
 
 +
Whistling arrows. If you mouseover you see some information, which you wont see in your stats, apart from a drop in melee. It's worth to take, since you can effect a lot of units. IF you get rushed this is pretty useful. The duration isnt very long.
 +
 
 +
Increased Range. Now the fun starts! Both points are a must, it gets you to 200 range and unless you got enough points to have full range, the whole tree is pointless, apart from the first point.
 +
 
 +
Its all about range, nothing else matters so much!
 +
 
 +
Sniping. Sometimes it is handy, but as a top tear skill its simply too weak. This is a passive ability, if you want to use it active you have to move somewhere, stay in the woods and wait till you get "hidden". Thats not a great thing to do, if your in range of many enemy missles.
 +
The most fights are with movement, you dont have too much time to stay there hidden and shoot fulltime...
 +
 
 +
Summary
 +
 
 +
The Bow Mastery doesn't care which fund level you play at. Since you can't really boost the armor of units (there is a retainer and also some skill-upgrades, both will  hardlyget used) the bow general will stay always about the same.
 +
While the units become more expensive, the bow general keeps hitting the same amount of men.
 +
 
 +
Compared to the other 2 trees, it doesn't lose power with higher funds.
 +
 
 +
With 14k and 22k the risks to lose your general in a melee fight raises.
 +
 
 +
A bow general won't waste too much ammo on a cheap spear or a cheap archer. Woods can also be effective.
 +
Else it's a better bow hero, he can support archer and get some initial shots on the enemy archers, it's also effective to drop moral quick by raising the killing-speed.
 +
 
  
 
==Healthy/Body==
 
==Healthy/Body==
This is more or less a secondary tree, you need certain skills to gain access to skills in the bowery- and melee tree.
 
  
  
 
==Melee==
 
==Melee==
A tree, which greatly increase the combatstats of your general unit, you can gain, more attack, more defense, more armor.
+
It's a very effective and good tree and many people are playing with it. The big advance is, that with high defense and high armor, the general is a lot less fragile. He can take some shots and won't get killed easy from normal bow units (enemy bow gen with armor pierce is dangerous) or melee/cav in general.
There are abilities, like "Bansai" which boost combatstats for a short duration (thats used before you go into a fight), also you can get an ability which let your general ignore the spear-boonus vs Cav. Melee is also for people who like a bit more action with their general, same as bowery.
+
 
Always remember, that in the early days with 5k, you want your general to stick with your units, especially those who are low on moral.
+
The bansai effect is quite good, as is "no penalty" at spears.
The bug: There is a bug, which doesnt let you spent your skillpoints. There are 2 ways to overcome this problem:
+
 
 +
The melee general is very effective in games from 5-14k, with 14k the average unit is becoming stronger, while your general keeps at the same maxed out stats. In 22k games you probably face a lot of good veteran units, with many upgrades. At this point the average unit got a big boost and will have a lot better stat than in low fund games.
 +
This said, the melee general can't get better, while the vets gets better.
 +
 
 +
As usual, you will take at least one point in inspire. Taking one point in the bow tree is recommended.
 +
 
 +
 
 +
The abilities:
 +
 
 +
Melee Attack Not much to say about, it raises your melee stats, it's the entrance skill, same as the defense stat. You need it to reach the charge skill
 +
 
 +
Melee Defense Same as attack, you have to take it, it's good and you need it for armor.
 +
 
 +
Charge It's a must, raise the charge stat and it's quite good, you need it to get to bansai.
 +
 
 +
Moral Useless. There is no need at all to spend a single point into moral.
 +
 
 +
Bansai It's a must.
 +
 
 +
Armor It raises the armor to a total of 12. If you ever shot a naginata with armor of 9, you can imagine how hard it is to kill something with armor of 12. This stat is the big lifesaver vs enemy normal archers! Here comes bow-damage or missle-damage in, the only units which will it make any sense are hero units and your general. Since these units are the only units with higher hitpoints.
 +
 
 +
No penalties against spears. The "lol" ability. Its extremely good and bugfree.  
 +
 
 +
Increased Bodyguard Size It's good and as the name say already, you get more men in the general unit.
 +
 
 +
 
 +
To use charge, you have to spend at least 1 point into speed. Now at this point you will have points left. If you spend one point into inspire you can't get to the "hitpoint" ability. This will only work, if you spend all remaining points into "physical".
 +
 
 +
With 3 points in speed your unit will be about the same speed as normal cavs, with just 1 point your general is slow.
 +
 
 +
Many people want that their costs (1800 for lvl 10 gen) are paying of somehow, as leadership general, your general wont kill anything. So melee is a good way to play with, since this gen caneral actual kill something on it's own.
 +
If you don't like to play with a bow general, than pick a melee general.
 +
 
 +
A downside about this tree is, that you have to move into action and it can be risky. On the other hand, with bansai and inspire on it, the unit freaks out and can easy eat 3 normal yari cav on it's own.
  
* This happens only with 1 skillpoint left. You can just wait for a second one, than it lets you spend both points where you want.
+
With the great guard becoming popular, the risk of enemy cavalry who can rip your general raised, always keep in mind, that the vets with 22k games can be extremely strong. Great Guards with bansai and inspire can get quite dangerous.  
  
* If you dont want to wait for the second point, you can open the Avatar-setup, open the skilltree and than click on the "reset" button in the left bottom corner. After that you can spent all your skillpoints the way you like.  
+
You know how hard it is, to move a cav out of a skirmish once its in.  
  
 
==External links==
 
==External links==

Latest revision as of 13:34, 15 April 2011

Avatar skill-tree - tips and how to overcome the bug

We can say that there are 3 main-trees and one side tree (physical)

The 4 trees are:

1. Leadership 2. Bow Mastery 3. Physical 4. Melee Combat

The 3 main trees are all good. I see people playing online with all 3 trees.

With time we see more and more player reaching level 10, which raise the funds to 22k in MM battles. If you consider this, the leadership tree becomes less good, since the base moral in 22k games is pretty high due to all those expensive high moral units we have to use.

Melee gen stick to the stats he can max gain. With higher funds, Vets get better stats and in relation the gen stats are less worth.

Bowery is the way to go, If you shoot, the arrow doesn't care how much the unit did cost, they hit at 5k and also on 22k. The difference is, that at 22k, the bow gen hits a lot more "cash" with each arrow, since there will be a lot more expensive units around.

The risk, that your gen gets beaten with many upgraded vets is a lot higher, than in low fund games.

There are abilities you always want to have, like Inspire and bow. Its both in the first level of the trees and you just need 1 point for each.


Leadership

This tree is all about boosting the whole army as well as the units of your allies.

It's less good in 5k games, since you simply play with a few units only and the skills wont pay of as much, as a melee gen or bow gen. Leadership shines at 10k games, since you run around with many low moral units.

With 14k it's still useful, while it is almost useless in 22k games. In high fund games, you hardly need another moral boost for all the high moral units you field. If you play 22k games, you hardly field cheap farmers, you have a hard time to spend all the money and you will have units with moral 10 or higher all the way.

Moral 10 and rally, will be more than enough to ensure, that your units don't rout and fight till the last men.

Inspire. The inspire, as already mentioned, is a must have. The second point will reduce the CD, nothing else.

Rally. Its okay, not too good, it also effects the CD and you gonna take it to spend the 10 points to reach "stand and fight" and also to get access to "increased aura".

Fatigue Resistance. Pointless. With the current fatigue you don't need it. Units can run quite some time, before they get tired and they refresh very fast. It's not worth it to put points into this.

Scare Enemies. Well, we did tons of moral penalty tests and we couldn't see any effect!

Increased aura. if there's not much more you can choose from, you have to spend points into it. It increases the blue circle for a good amount and it's actually useful.

Stand and fight. The best ability in leadership. It's a must have! During a battle, you can activate it and the general will unmount, build a defensive quarter and can't be moved or used for anything else. The general has a red circle which is bigger than the blue circle. Any unit standing in this red circle gets the boost.

Increased Army Moral. I never took it, the other things are already so good too boost the moral of your units, also remember the rally ability, this point you can spend somewhere else, it's not worth it.

Summary.

Leadership is good at games with 5-14k funds, it's best at 10k. It pays off most with many low moral units, which you will use mostly at 10k games.

It also makes a difference if you play solo or in teams. In teamgames leadership is more worth, since the huge circle of stand and fight will include other armies as well. In 3v3 games I would always want to have one leadership general with me.


Bowery

Bowery is all about your general playing as bow hero... No, wait, a bow hero gets smashed in 3 volleys from my general!

Lets get some facts. The range is 200, the accuracy 95 and the reloadskill 80. You can get armor piercing and whistling. The range is the max for bow units, a bow hero is the only unit which can get to 200 as well, apart from artillery...


The abilities:

Enable Bow

Nothing to say about, it's the only point to start with, it's a must and like the name say already, it enables bow.

Hint: In game you can check easy, if your enemy gots a bow or not, just zoom into their generals, you will see the men having bows.


Bow Damage. Well, we dont know much about how the "damage upgrades" work, but we guess, that each unit has hitpoints and arrows have different "damage points". To give an example. If a man has 11 Hitpoints and a cheap bow has 5 damage, then this man needs to get hit by 3 bows to get over the cap of 11. Before this, you have to pass the missile check and also the armor check.

Bow Damage itself doesn't feel too strong, but you need to take a point to get to armor piercing. It's possible, that the units have different hitpoints, so its possible, that bowdamage has more effect vs. units with higher hitpoints. If you hit a man with 3 hitpopints with a bow, which has 5 damage points, you won't need more bow damage, 5 is kill already, since it's higher than 3. If you now think about a naginata unit, which could have (example) 6 hitpoints, you cant get a kill from one shot. Now the bow damage would make the difference.


Extra Ammunition. Is a must, there are hardly fights, where your general hasn't used almost all his ammo.

Accuracy. Is a must. It's simply a great stat, not much more to say about.

Speed. Is in physical tree, you need at least 1 point, but for the sake of movement, it's better to take 3 points. With 3 points your general has a good speed and is about same as fast, as other cavalry.

If you stay mostly behind your lines and dont move out a lot, than you can skip the 2 extra points.

Armor Penetration. We tested it with and without. If you shoot at low armor units, like ND or ashi, you wont need it, once you meet high armor units, such as melee general or naginata, it becomes handy.

If a melee general isn't moving, you can kill him with inspire in 3 volleys. The armor means nothing.

Reload Speed. Same as Accuracy, great stat, it's a must.

Fire arrows. Looks good, but has no real effect. Seems useless.

Whistling arrows. If you mouseover you see some information, which you wont see in your stats, apart from a drop in melee. It's worth to take, since you can effect a lot of units. IF you get rushed this is pretty useful. The duration isnt very long.

Increased Range. Now the fun starts! Both points are a must, it gets you to 200 range and unless you got enough points to have full range, the whole tree is pointless, apart from the first point.

Its all about range, nothing else matters so much!

Sniping. Sometimes it is handy, but as a top tear skill its simply too weak. This is a passive ability, if you want to use it active you have to move somewhere, stay in the woods and wait till you get "hidden". Thats not a great thing to do, if your in range of many enemy missles. The most fights are with movement, you dont have too much time to stay there hidden and shoot fulltime...

Summary

The Bow Mastery doesn't care which fund level you play at. Since you can't really boost the armor of units (there is a retainer and also some skill-upgrades, both will hardlyget used) the bow general will stay always about the same. While the units become more expensive, the bow general keeps hitting the same amount of men.

Compared to the other 2 trees, it doesn't lose power with higher funds.

With 14k and 22k the risks to lose your general in a melee fight raises.

A bow general won't waste too much ammo on a cheap spear or a cheap archer. Woods can also be effective. Else it's a better bow hero, he can support archer and get some initial shots on the enemy archers, it's also effective to drop moral quick by raising the killing-speed.


Healthy/Body

Melee

It's a very effective and good tree and many people are playing with it. The big advance is, that with high defense and high armor, the general is a lot less fragile. He can take some shots and won't get killed easy from normal bow units (enemy bow gen with armor pierce is dangerous) or melee/cav in general.

The bansai effect is quite good, as is "no penalty" at spears.

The melee general is very effective in games from 5-14k, with 14k the average unit is becoming stronger, while your general keeps at the same maxed out stats. In 22k games you probably face a lot of good veteran units, with many upgrades. At this point the average unit got a big boost and will have a lot better stat than in low fund games. This said, the melee general can't get better, while the vets gets better.

As usual, you will take at least one point in inspire. Taking one point in the bow tree is recommended.


The abilities:

Melee Attack Not much to say about, it raises your melee stats, it's the entrance skill, same as the defense stat. You need it to reach the charge skill

Melee Defense Same as attack, you have to take it, it's good and you need it for armor.

Charge It's a must, raise the charge stat and it's quite good, you need it to get to bansai.

Moral Useless. There is no need at all to spend a single point into moral.

Bansai It's a must.

Armor It raises the armor to a total of 12. If you ever shot a naginata with armor of 9, you can imagine how hard it is to kill something with armor of 12. This stat is the big lifesaver vs enemy normal archers! Here comes bow-damage or missle-damage in, the only units which will it make any sense are hero units and your general. Since these units are the only units with higher hitpoints.

No penalties against spears. The "lol" ability. Its extremely good and bugfree.

Increased Bodyguard Size It's good and as the name say already, you get more men in the general unit.


To use charge, you have to spend at least 1 point into speed. Now at this point you will have points left. If you spend one point into inspire you can't get to the "hitpoint" ability. This will only work, if you spend all remaining points into "physical".

With 3 points in speed your unit will be about the same speed as normal cavs, with just 1 point your general is slow.

Many people want that their costs (1800 for lvl 10 gen) are paying of somehow, as leadership general, your general wont kill anything. So melee is a good way to play with, since this gen caneral actual kill something on it's own. If you don't like to play with a bow general, than pick a melee general.

A downside about this tree is, that you have to move into action and it can be risky. On the other hand, with bansai and inspire on it, the unit freaks out and can easy eat 3 normal yari cav on it's own.

With the great guard becoming popular, the risk of enemy cavalry who can rip your general raised, always keep in mind, that the vets with 22k games can be extremely strong. Great Guards with bansai and inspire can get quite dangerous.

You know how hard it is, to move a cav out of a skirmish once its in.

External links