091, Contrast Summon, Mutation as King
The rules are fair. Pen @ fun @ pavilion wWw. ļ½ļ½ļ½Uļ½Eć ļ½ļ½ļ½ļ½
Druids can have more summon units than they can in the game, and the Necromancer's summon limit is not that fixed.
As long as the mental space is large enough, a necromancer can summon more than two stone demons at the same time. If the spirit space is larger, a necromancer can summon even more skeleton units and resurrection units, further increasing the combat effectiveness of the summon queue.
In fact, the upper limit of the summoning queue can be roughly seen as the upper limit of the population in Warcraft III. It's just that this population cap is subject to the summoner's mental space, the level of energy attributes, and the number of skill points invested by the transferor in summoning skills.
Everyone is equal.
What exactly is summoned within a certain summon queue limit depends on the summoner's tactical needs. You can give up summoning skeleton mages and summon more stone demons; It is also possible to instead of summoning a group of Skeleton Mages. Of course, there are certain calculation rules that need to be followed.
Druids' vines, ravens, and dryads are small units, each occupying only 1 summon queue. Medium-sized units such as Skeleton Warriors and Ghost Wolves, each occupying 3 slots of the summon queue, are also the main combat units in the summon queue.
As for the Wolves and Skeleton Mages, which are medium-sized units that are advanced from the Ghost Wolves and Skeleton Warriors, each occupies 4 summon queues. Heavy units such as Clay Stone, Blood, and Steel will occupy 5, 6, and 7 summon queues, respectively. The ultimate sixth-order summoning units, the Giant Bear and the Flame Stone Demon, occupy a unified 10 summon queue.
If there is enough summoning space, the druids can naturally come out with spirits, wolves, vines, crows, and bears to create a "zoo" play. And necromancers can also storm out of the Sea of Skulls. But after all, in the early stage of the transfer, the energy (intelligence) attribute has not yet been supported, and the skill level is far from enough, if you want to compare the summoning flow of the necromancer and the druid, you need to compare it on a relatively equal level.
First of all, among heavy units, the Giant Bear does not have an advantage.
Subject to the "Ultimate Summoning Unit Limit" rule, even if the druid expands his mental space, he will only have one summoning giant bear at most. Necromancers, on the other hand, all Stone Demons are heavy units in terms of size.
A giant bear fighting a clay stone demon plus a blood stone demon is naturally not a problem, and the giant bear is the ultimate summoning unit of the sixth order. However, the Giant Bear is also the only unit that can only summon one. If you are facing more than three stone demons, the giant bear will not be enough. Or, when the Giant Bear faces a Flame Stone Demon of the same level alone, the victory or defeat is only five or five. If the necromancer summons four stone demons to besiege a giant bear, it will be the giant bear who will lose in the end.
Therefore, on the high-end heavy unit meat shield, the druid is still a head short of the necromancer.
Secondly, in terms of the main combat class, the combat method of the Druid-summoned units is flawed.
On the melee front, the ghost wolf of second-order strength is indeed not inferior to the skeleton warrior of the first-order summoned unit; A rampaging wolf with fourth-order strength is even more fearless of a third-order skeleton mage. But when the wolves and the Sea of Skulls are put together, the fatal disadvantage of the wolves is exposed - the lack of long-range attack means, and the back-row output can only rely on the druids themselves.
Among all types of summoned units of the Druid, whether it is a flickering ghost wolf, a vine lurking underground, or a crow flying in the air, they can only attack in close combat, and the level of firepower output is quite simple, and the means of long-range attack are quite scarce. On the necromancer's side, it is completely possible to slightly transform the melee skeleton warrior into a skeleton shooter to use, which is incomparable to a creature like a wolf.
Combined, these two points are the biggest flaw of summoning a druid - no range, full melee.
Secondly, in terms of auxiliary abilities, druids cannot be compared to necromancers.
The aura provided by the three dryads seems to be very good, but it must consume the position of the summon queue before it can be used - and the mental space of a class transferee, after all, is limited. The wolves of the druids, like the necromancer's skeleton warriors, are the main force in the summoning queue. If you summon three medium-sized spirits, the summon queue of other summoning units, such as the wolves, will be occupied. As a result, the question before the druid became "quantity or halo".
On the necromancer's side, the skill of monster respawn can provide infinite possibilities. Even though there is a very short time limit for resurrecting monsters, the various abilities of various monsters can indeed provide more tactics. A Fallen Wizard who can resurrect a Fallen Demon Warrior, or a big dumb beast with its own crushing blows, or a Twilight Soul who is born with the ability to use straight line lightning can greatly enrich the necromancer's tactical arrangements.
On the Druid's side, whether it is the three spirits that provide auras or the crows that can blind, they must occupy the summoning queue. Other than that, the druids have very few aids. As for the small summoning units such as crows and vines, if the number is not enough to form, there is naturally no threat. Unless they are mutated, their own combat effectiveness can only be said to be better than nothing.
As a result, the army of druids and animals with all melee units is more inclined to grind enemies to death in melee attacks; However, the undead army of the necromancer can be more reasonable and tactically malleable.
The final conclusion is that with the same summoning unit population size, a full army of animals and plants may not be able to match a more reasonable undead army.
In terms of heavy meat shield units, medium main combat units, and small support units, the druids can be described as a complete rout compared to the necromancer.
But can all this common sense really be applied to Ling Dan?
Montelli didn't dare to use such experience to measure Ling Dan at all!
The crux of the matter is that Ling Dan has a "Mutant Summoning Unit"!
If everyone is a non-mutated standard summoning unit, then all the experiences mentioned above are in line with the common sense of facts and logic. However, once a mutated summon unit appears, normal experience is useless.
Mutant summoning units, that's how strong they are!
A mutated summoning unit will increase its strength by at least one level compared to the original, which is a level difference of 6. Take the most basic skeleton warrior as an example: a level 1 skeleton warrior has 75 points less defense and 31 health than a level 6 skeleton warrior. A level 1 skeleton warrior only has 20 defense and 21 health.
In retrospect, Ling Dan's ghost wolf Xiaobai was not passive at all, but just standing on the sidelines could bring about the threat value of almost a small wolf pack. Without using the hole-level mutation summoning units, Montelli asked himself that he had no power to fight.
Montali even guessed that if this ghost wolf could teleport, it would not be so easy for Montage to run!
Xiaobai's physique and appearance are obvious to everyone. His eyes were shiny and restrained, his hair was snow-white, and his long fangs had grown so long that his lips stretched out, and he was not ordinary at first glance.
As long as it squats there, Montelli will not dare to make a move!