create your own

The Lord of the Rings Conquest Stats and Strategies part 1, Mage

69
rate or flag this page

By Naumster777


Mage

The mage is one of the more argued upon units in Lord of the Rings Conquest. This is due to their power and the lack of energy bar used for special moves, they recharge with time rather then combat.

Strength: Has a great deal of splash damage attacks and a powerful counter to range attacks

Health: Low, but can heal himself and allies

Effective range: Midrange recommended, but efficient at close corridors when escorted

Attacks: Simple melee attack, lighting that can be charged allowing it to jump to approximately 3 enemies, shield, stops and deflects all ranged attacks including: arrows, axes, magic, catapults and fellow allies sadly thrown from Ents and trolls.

Powers:

heal - All near by allies and himself "very pesky".

Fire wall- A fireball that explodes on contact with a unit or on the ground creating a slowly burning fire of doom hurting all enemies nearby but short lasting "only deadly if u don’t run from fire, if you do just inconvenient".

shockwave - A 360 degree blast of energy knocking down and away all nearby enemies "The mage’s oh s*** button", good against those pesky scouts that seem to float away and reappear to clam your existence in a violent manor like ninjas of the night, you don’t see them but you know their there!

Uses: Well used against large amount of archers, mages, levels with catapults or dangerous projectile that seems unfriendly or are plotting your down fall. Very good at keeping allies healed after skirmishes lowering losses. Also good at escorting in war of the ring as a bouncer of joy.

Often used to: Mages are often over used or what I like to call "that guy" those fellows who use only mages due to their flexibility and lack of skill or strategy.

to kill "that guy" With 5 or 6 mages someone always has up a shield making direct ranged attacks impractical, some strategies I’ve used online with my friends (or minions) to fight them off.

  1. Plan dancing ninja A scout on a often suicide mission can run into the shields throw his bomb, this will cause a bit of madness as the bomb knocks some down and others drop their shield to engage him roiling around hoping for the best, or clocked again for another attack. Once that happens a few archers can get an instant kill with fire arrows and a head shot, basically scouts knifing and snipers picking them off.
  2. Plan angry mob this is a personal favorite which involves an all out attack, the units needed are 1 or 2 mages at most to shield the group and the rest warriors or maybe one scout looking for easy kills. Basically the shield stops any attack they can make just may have to stop the group when they use fire wall until it disperses. But its as simple as an all for nothing bar fight, the warriors run in swinging braking them up and hopefully killing them. This plan can fail badly when everyone is too close, shockwave can nock them all down and give "that guy" the advantage or if they just light the ground on fire and all stand on it. Then it degrades to a fiery battle of axes, swords, and loss of bodily fluids(such as blood). In the end is this any worse then charging them in a disorganized manor, flailing your limbs and pointy objects at them angrily.

Campaign with Mage

The mage is strong in campaign mode, but still holds mostly a support role. During large scale battles the mage is good at keeping a horde on your side and not on theirs. When the battle is raging and its army against army the mage can win the fight.

The main plan is to stay close to any guy with a HELMIT keep him living to fight other warriors and hold them back. If the mage just keeps healing groups hurt or those warriors and jumps in to help them when they are getting overwhelmed it dose a lot.

Also a great move is to make a fire wall under them, hurting anyone who wishes to face them so you can check others and the army in general. To kill those pesky grunts (no helmets) use lighting or firewall on a mob or were they are going if bottle necked. Lighting is very robust, taped it makes a burst to kill a grunt easy or 3 to 5 to take down a warrior, archer, or other mage, but when held until the arm is back and makes a little shock sound it will jumps. It will jump 3 or 4 enemies, hero class mages are all around stronger lighting jumps 4 to 8 times based on group targeted or were allies are located.

Weak side, when it comes to killing a certain target or destroying an objective the mage is not recommended. Often the target is a hero who cuts down any units before healing and who is hazardous to engage face to face. Archers or scouts seem to be all around best at taking out targets or enemies maybe warrior based on situation but mage harder choice. the mage has a hard time fighting more then one warrior so just keep those allie warriors allive when you can heal them as shelds and fight around them, good luck and fight on.

Has been released
Has been released
mage, archer, warrior, and scout
mage, archer, warrior, and scout

What interests you

What games should I comment or would you be interested in after i complete this one?

  • Gun games (shooters)
  • Sword and bow (like this game)
  • Zombies (we all love zombies)
  • Horror
  • RPGs
See results without voting

Print   —   Rate it:  up  down  flag this hub

Comments

RSS for comments on this Hub

No comments yet.

Submit a Comment

Members and Guests

Sign in or sign up and post using a hubpages account.


optional


  • No HTML is allowed in comments, but URLs will be hyperlinked
  • Comments are not for promoting your hubs or other sites

working