Is the familiar worth summoning?

So for 30 mana and 1 permanent hp loss you get a unit with no armour, no dodge, no resistances, low hp's, unable to use equipment, and unaffected champion enhancing spells that can cast any spell that sovereign can.

 

My main problems with this.

  • When first summoned any ranged units attack will kill it.
  • There is very little you can do to increase its survivability ; level it +2 hp, evade , nature's cloak.
  • The spells costs are the base costs with no way to decrease them.
  • Its spell mastery is only the base 70+level for a unit whose only real purpose is to cast spells. With no way to increase it.

 

I am finding that taking it into battle means I have to focus on keeping it alive for little worthwhile return.  When I do use it to cast spells it eats through my mana quickly.  Mainly I am using it for low cost buff spells.

 

Does anyone find them useful or have suggestions on how I can get better use out of one.

 

Nakisisa

 

24,373 views 43 replies
Reply #1 Top


Yeah, I'm a bit at a loss in how to make the familiar worthwhile too.

Advice would be greatly appriciated.

Reply #2 Top

I use Beast Lord, and as I expand across the map, I do find the Familiar very useful as they share my Sovereign's 'Tame' skill.  But yes, he's a delicate wolf especially when first summoned and I have to be exquisitely careful with him.

Reply #3 Top

I don't like the -1 HP cost. Otherwise he'd be worth it.

Reply #4 Top

Its only worth it in rare cases to me.  The most common seems to be using them with the Kraxis faction, since the special faction spell to convert a unit has a 99 turn cooldown (at least as of a few patches ago, don't know if that's been changed) so the only way to use the spell more than once or twice a game is to summon up some familiars.  Each unit with access to that spell is on its own cooldown timer, so the familiar becomes really good (assuming you can get it to survive long enough to cast a touch spell, and you pass the chance for the spell to fail).

I also sometimes used it with factions that need things from a lot of different trees to try out a certain strategy (ie slave spam Magnar with magic artillary to back it up) . . .then I don't want to waste turns on hero techs early on, and they're all dead later, so a familiar can be a good quick way to get an extra caster.  In this case, a "weak" slave with poor / no armor in the army with the familiar will more often draw arrows and spells.

But ya, they tend not to be good enough for me to really play much with them, at least compared to just hiring a champion or using a surrendered faction leader to do the same job.

 

Reply #5 Top

It doubles the number of sov summons. But other than that, I had to mod it extensively to play the way I think is appropriate. 

Reply #6 Top

It's shit.

Reply #7 Top

As Sean indicated I've used for an extra summon and then park him in my capital where he parties hard with all the faction women.

Reply #8 Top

I often use my familiar with cloud walk to move a second army.  For example, my sovereign will be clearing out a wildlands area with an army, meanwhile my cities are cranking out some pioneers.  Once the wildlands are clear, erect an arcane monolith, then port the pioneers into the new fertile ground.  Granted, that's 130 mana just spent in one go, but by the time I clear out an entire wildlands area that's usually not too unreasonable.

 

Coupled with a few mediocre defenders, my familiar has been able to hold off quite a bit once it's hit-points are boosted a little.  There are usually only 2-3 archer units in any given attacking army and their initiative is usually terrible.  The familiar only needs to survive a few attacks.  Coupled with some direct damage (flame dart), it can usually whittle down the archer ranks by itself to essentially nullify their threat relatively quickly.

 

Also as a side note I tend to a) Level my familiar to around level 8-10, b ) build a lot of towns and get several Guild Grocers which makes all units far more survivable. 

Reply #9 Top

I use my familiar as an extra Tremor/Freeze caster.  These do not get affected by mana efficiency bonuses anyway, and often my sovereign is the only one with the Earth/Water magic (That's what my custom sovereigns always pick)

Having the ability to stop a second army in its tracks is quite valuable.  As for the one hit point, who cares?  I do not restore, so if my sovereign drops below 50% it means that I completely misjudged the fight.  I do not think I have had a sovereign defeated after turn 15-20 since Beta 3.

Reply #10 Top


Familiar and Imp, both useless imho. Like said earlier they get oneshotted far too easily by enemy archers or mages.

Reply #11 Top

I think he simply should have a much higher dodge which would kind of characterize him. I mean think about - an imp, small agile creatures who simply are really hard to catch, and really hard to hit.. :)

 

edit: I don't know how the AI is made, but if it takes into account the hit chance of a creature to decide weather to attack him or not, then it would make him a less attractable target aswell.

Reply #13 Top

Quoting indrkl, reply 12
I don't know how the AI is made, but if it takes into account the hit chance of a creature to decide weather to attack him or not, then it would make him a less attractable target aswell.

It did not in .982, at least not enough for the AI to stop trying to hit an injured dodging unit behind a fortification instead of focusing on the much more  vulnerable one next to it.

Reply #14 Top


Well...to summerize...the familiar and imp sure seem like they need some kind of boost so that players actaully consider building them, and AI aren't wasting their time by building them...

 

Reply #15 Top

What do you think would be the best boost, so we can make a concrete suggestion?  It is already part of it for the devs to know the familiar frequently does not survive long enough in battle, but what would people suggest to make the familiar/imp tougher?  More HP/defense/both?

Reply #16 Top

For now, I find little usefulness too in familiars. They die too fast....seems a waste of time, mana and Sov HP. To improve them, some of these could be added:

- They can receive spells like armor, haste, and all that, so they get more survival, at a mana cost OC.

- Improve their dodge skills, as said before. Maybe some more HP too. Armor? I don't find sense in that, but well...could be an option.

- Make them immortals. If heroes and sovs are...why not their familiar? When they die, they may return to life at 1 HP, or at full HP after a 5 turns-cooldown. This way, there is not so much fear in losing them, and as the time goes by, they can improve their stats and be something of usefulness.

Reply #17 Top

With things like imps and familiars, they are too easily the target of archers and other ranged attacks, often they are killed in the first round of combat.  maybe some more hit points, more defence,  certainly more range defence and spell resistance.  I don't think they should have high attack or anything, but they shouldn't be easily killed. To me, the cost is too high.  

Reply #18 Top

Quoting Lord, reply 18
With things like imps and familiars, they are too easily the target of archers and other ranged attacks, often they are killed in the first round of combat.  maybe some more hit points, more defence,  certainly more range defence and spell resistance.  I don't think they should have high attack or anything, but they shouldn't be easily killed. To me, the cost is too high.  

 

Pretty much my feeling at the current time.  The most fragile of glass cannons.

Reply #19 Top

Quoting SOLOSOL, reply 17
- They can receive spells like armor, haste, and all that, so they get more survival, at a mana cost OC.

 

^This one.

Reply #20 Top

Quoting Glazunov1, reply 19
The most fragile of glass cannons.

From what I see they're just glass without the cannon part. 

Reply #21 Top


Quoting Glazunov1, reply 19The most fragile of glass cannons.

From what I see they're just glass without the cannon part. 

 

Oh, the cannon part is the ability to cast all the spells your sovereign has.  Not too shabby, if you go the Path of the Mage, and don't summon a familiar until much later.  But since it will probably be killed off if you simply blink at the screen, it's likely not worth the bother.

Reply #22 Top

K, so for both familiars and imps, they're glass canons that can't survive a turn of archers even.

I can understand that the developers don't want to make them too powerful, cause there's nothing worse than having two sovereigns running amuck. ;) However, on the flipside, it's instant death in combat.

Here's my proposal: Give them the Impulsive trait. This way, they can have the guarenteed first action in combat, obtaining some buff or spell out of it before it's destroyed. Multiple turn casts may be a bit tricky...

Do we want these units to have any type of endurance in combat??

 

 

Reply #23 Top

Familiars should play like a mini-me. They need to be meaty but with little armor. Say 50Hp and 4 armor. Something you use to lead a minor army, but no something you would use against another Sov. Their inherent lack of Spell Mastery makes them weak against anything other than peons and militia, but against those they can cast a decent fireball. Also, doubling your summons can get ridiculously strong with the right Sov. Especially if you are focusing on increasing your summoning level.

Reply #24 Top

Quoting seanw3, reply 24
Familiars should play like a mini-me. They need to be meaty but with little armor. Say 50Hp and 4 armor. Something you use to lead a minor army, but no something you would use against another Sov. Their inherent lack of Spell Mastery makes them weak against anything other than peons and militia, but against those they can cast a decent fireball. Also, doubling your summons can get ridiculously strong with the right Sov. Especially if you are focusing on increasing your summoning level.

There needs to be more summons available to make this strategic approach viable.

Reply #25 Top

If you have Pariden, this gives you an extra 4 summons. That alone is powerful. Especially if anyone else had figured out how to build an uber army of elementals. It's kind of crazy, you have to have a plan for it on turn 1 and it pays off on turn 300 or so. God I love this game.