Video 6 commentary:
With a little discussion on warscore to while away the long gray seconds, when you’re back to life you’re faced with the option of buying priests. This is one of the most important choices in any DG game, priests give you a significant advantage by healing you, and they can let your otherwise cannon-fodder reinforcements stay alive long enough to damage your opponent’s structures. Yet they’re also a big juicy target giving gold and experience to your opponents.
At the end of the previous video we saw during death-time that despite being ahead 7 kills, 7 assists to 3k / 3a – these giving a lot of cash and experience – you are still leading with level 10/11 vs 9/9. That’s pretty much entirely because your opponents bought priests too early. That mistake has kept them from dominating at this point, had they not done so this would be much less the even battle that it is.
With the first DG battle of this segment we see that with less than 3000 health, Sedna is having a lot of difficulty keeping up with the damage that the 4th tier fireball can put out, and a high tier hammerslam from the Rook proves more than she can handle. Regulus is fast and more than happy to run away though, so chasing him into his base is a mistake, even if one fireball would finish him off, you’re not going to be able to launch one. Learning to let you of an enemy that’s getting away is a close second in important to know when to run yourself.
Taking out the forward towers is a good first step for the invasion, but ideally you could have waited for Catapultasuari, though that is warscore dependent, and due to the lack of realisation that flags give warscore, the flags stay in Light side hands.
Don’t let the enemy base beat you up too badly while you kill it. Rightly you retreat to heal up while you have more than 1000 health left, anything less than that would leave you open to a quick snipe from Regulus at the back of his base. The Rook is a good base assaulter, as is Regulus due to outranging towers, the healing characters are ok at it, but TB and others have a tougher time. As Frosty you can of course use rain of ice, but as Flamey your best tactic is to rush in, activate Circle of Fire where it will damage 2/3 enemy structures, and get out again while it does its luminescent work. If you’re fine for mana, launch of a Fire Nova too, but CoF will do plenty of damage given a little time and won’t expose you for as long as using both; health recovery is a big issue for TB, though during an invasion priests will be a big help there.
While running away, don’t be tempted to fire off a shot at your pursuer. Sure it’ll feel good if you make it back safe and they’ve taken damage, but to a Sedna or other healer it’s not going to matter at all, and it slows you down… this is a very bad thing, and here results in a death. Unfortunately the Rook also dies at this point, mostly because he didn’t run straight towards the home base, nor had he invested in escape items like a tele scroll or the wand of speed.
It’s worth noting that in DG the battle isn’t so much won by the victors as it is lost by the losers. Not dying is the most important thing, more so than killing. The XP and gold from a death helps your enemy more than any other event in a DG game, and the stats show that they’re catching up: both opponents having reached lvl 10 now, while having a large warscore advantage and enough gold to exploit it.
Nevertheless, you also have a good amount of gold, and the Groffling warplate would be a good place to spend it as the warscore won’t allow much in the way of citadel upgrades right now. The Groffling is a bit like the Nimoth on steroids, but over 3x the price for a bit less than 2x the effectiveness. That’s a feature of DG items: diminishing returns. Only rarely before the end of a match when gold flows much more freely is it worthwhile spending more than 2000 gold at a time on items, let alone one item.