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Topic ClosedHow to level up t2 commanders.

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Gossip Boy View Drop Down
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Direct Link To This Post Topic: How to level up t2 commanders.
    Posted: 28 Apr 2013 at 08:16
This is the first of the guides created by me for DEN which I am sharing on the Illyriad forum.
I don't write guides on forum normally because english isn't my first language and I might not be as clear as the other more skillful guide creators.

First of all the most important thing about commanders is extremely high level commanders are bad. This is because it take commander level+1 hour to resurrect a dead commander. Now if a level 70 commander dies that would be 3 days to resurrect him. And in war and tourneys that could be a significant amount of time.


HOW TO LEVEL UP T2 comms.


1.Heroism : Increase to level 10 Overall commander level 10
Reason: Commander heroism increases commander's personal boost. Major factor for all battle involving 100 or less soldiers and still a considerable factor for all battles fought with less than 1k soldiers/knights.

2.Forced March :Increase to level 10 overall commander level 20
Reason: You will see all t2 units move slower than their respective  t1 units.In case you put t1 units under your commander ( most efficient system for hunting) your commander will slow down your troops unless you research this skill.The skill is of supreme importance in war and tourneys as faster armies are always at an advantage.

3.Respective unit attack : to level 15 overall commander level 35 
T2 comms give 15% attack bonus to the unit type they belong to. For eg. Knight commander (human t2 cav) will provide 15% attack bonus to both t1 cav and t2 cav placed under him. Similarly a stalwart commander (dwarf t2 sword) will provide 15% attack bonus to both t1 and t2 sword units placed under him.
The bonus will obviously be received upon leveling up the skill to max.

4.Defy Death: to level 10 overall commander level 45
Reason:It increases the chance that your comm wouldn't die at all and would return with zero health in your town even if all the army he was commanding gets killed.


5.Vitality and accelerated healing :to level 2 and level 3 respectively
Overall commander level 50
Its useful. trust me  Wink

This way we keep our commander at a reasonable level which will help in resurrecting him in less than 2 days without affecting his/her usefulness.

One should stop commander training at this point.

However if you have multiple t2 comms trained upto this point.
you can train your commanders in one additional skill which is

Avoid charge: upto level 10 overall commander level 60

This skill is the equivalent of defensive heroism. It will provide the commander bonus only against cavalry. However as most attacks are performed by cavalry I feel this is worth it.

60 knights placed under a commander with max level of this skill will provide defence equivalent to those of 120 knights against cavalry.

However, this doubling effect is limited to troop nos 60 or less than 60 only.


Edited by Gossip Boy - 28 Apr 2013 at 21:30
Elessar2
[08:34]<Rill> when you've just had part of your brain taken out, you lack a certain amount of credibility
<KillerPoodle> I can say anything I like and it is impossible to prove or disprove
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Direct Link To This Post Posted: 28 Apr 2013 at 08:26
A doubt was raised in GC by evil tactician about why am I sacrificing unit defense bonuses of 10%.

Reason: A city is allowed to build 5 commanders and I recommend build a t1 cav and a t1 sword commander in every city as those two are the primary attack unit types in illy.

If you are defending against cavalry put your units under your t1 cav commander and gain 15% bonus (instead of the 10% offered by all other commanders). 

Leveling up t1 commanders can't be easily generalized as there are many equally effective ways of doing it.
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Direct Link To This Post Posted: 28 Apr 2013 at 15:15
try not leveling them at all, do it with just one commander...u might be surprise what happens up to level of 100, then assign commander points...again experiment and u might be surprise that  all the biggest or the strongest isnt the best strategy in this game, commander combinations are interesting and must be considered, ask yourself the value of a level 1 commander and why u group with it the others....sometimes using level points slow down advancement....working on maxing a commander....race ya! Wink
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Direct Link To This Post Posted: 28 Apr 2013 at 17:22
I tend not to level my attack commanders in avoid charge.  I would recommend adding some Defy Death though, that can come in very handy in not having to res commanders.  Defy Death can actually be more useful for attack commanders than Vitality, since with a couple of levels of Accelerated Healing they are usually back to max health by the time they get back to your city for another round.

Edited by Rill - 28 Apr 2013 at 17:23
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Direct Link To This Post Posted: 28 Apr 2013 at 21:25
Still wondering how I forgot about defy death. I use it for all my t2 comms.
and as for avoid charge it is not a must  have skill. You can use it when you have multiple comms as even if one is dead you can use the other.
Avoid charge helps in defending as a group on tourney squares/sieging cities during a war.
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Direct Link To This Post Posted: 01 May 2013 at 23:57
Nice work, Eles.  My approach is Forced March first just to save time but I understand players may prefer attack bonuses over speed to reduce units lost in battles.

Heroism is not needed for Defensive Cmdrs.  Depending on the # of units in the division, division attack bonus may be better than Heroism.

Defensive Cmdrs should strive to max Uncanny Sense to survive assassins when reinforcing a friend's city.

For Offensive Cmdrs, Force of Will helps reduce the losses from runes at the target city.

A level 75 Cmdr will max Heroism, Defy Death, Vitality, Acc Healing, Division Attack, Forced March, and Force of Will.  Defensive Cmdrs need higher experience to get the Cmdr and Division bonuses - though I suggest starting with Defense against Cav since that is the predominant offensive unit.  Follow with Sword defense, then Bow defense, and finally spear defense.


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