by Armand Star » Tue Nov 03, 2015 3:30 pm
future soldiers are not easy to skill...
anyway, hp multipliers are given too much importance. at higher levels people use dual hp leaders to make it thru.
as a mid level player one of my favorite teams was death guard + healing, but for higher chapters seems the only way to play is with a hp multiplying leader along with another hp multiplier as assist
what i'm trying to say is, for the harder maps, leaders with hp multiplier are the only way to beat the maps
for raids: deathguard teams can't keep up on later levels, and other leader skills won't go very far
for guild war bosses there is more flexibility and more kinds of leader skills can be successful
if there was a way to give importance to other leader skills, or design maps in such a way that you don't necesarily have to use hp multipliers...
long story short: people want hp multiplier leader skills because they're the only leader skills that can clear the harder maps
then again... players also seem to assume every miles card has to be used as leader...
anyway, is still true that you absolutely need two hp multipliers for the hardest maps, or at least that's what it seems
deathguard and heal, or hp multiplier and heal, are leader combinations that work on the earlier maps, but later on they fall short
also, heal and a shield skill like the raid bosses's all shield