Quote:
Originally Posted by Chris Yeah but consider this. There will be more than 1 shaman. Spell steal costs 75mana to switch the buffs to another person, Shaman uses 35 mana on bloodlust per cast. |
Absolutely true.
If you see horrendous amounts of lust, breakers are NOT the answer.
Breakers only have a pool of 250 mana and 75 mana only steals one buff. But shamans have a pool of 400 mana and 75 mana gets them TWO lusts. That doesn't work.
Mass buffs? Go for the dispells. Wisps, spirit walkers, destroyers or priests are what I'm talking about.
Anyway, so if I say DON'T rely on breakers for mass casters, then why should you use them?
Again, look at their SPEED and FEEDBACK. The combination of these two makes it obvious that you can get into enemy lines, surround the hero and go for the kill. Even if you don't kill the hero, you've stripped their mana, therefore stopping potential coils, novas, or things that wreak havoc on your army.
But beware as breaker armor ironically breaks up when facing melee. Breakers will fall to common melee damage units like hunts, grunts, footmen or ghouls. It only gets worse against tier 3 melee.
So to answer the question, breakers or knights. Knights are definitely good against ranged and melee units. But breakers have secret bonuses as well. They strip mana so they are better at killing heroes and casters. They are immune to magic, so you can walk into an army of destroyers and you can't be touched. To sum it up, Knights are better when facing simple enemies, while breakers are better in fancy situations.
Knights > ranged, melee
Breakers > hero, casters, air
(not saying that breakers can attack air, but breakers are immune to heavy air like chims, and their armor type reduces damage from piercing air)