Quoting StevenAus, reply 23It's really great that all of the vanilla LH hero types are useful in their own way at least to some players or for certain playstyles... that shows that Stardock has got something right, although it is true that some path types could use a little tweaking (and maybe even new paths such as Summoner and/or Ranger and new path choosing mechanism instead of the window - could be implemented).
Yes. But correct me if I'm wrong, but I could have sworn there is a Summoner path already (bottom part of the Mage tree) which I've found unappealing except in Empires, since it's sadly the only way to raise skeletons. A Ranger option would be wonderful, perhaps possible in both the Warrior and Assassin trees. A classic Ranger is, erm ... ranged, so that's off topic to the OP.
I find out Summoner to be a powerfull specialization. I especially love the thunder and earth elementals, though almost all summons are good overall. Thunder does stuns every surrounding stacks when you cast it; I would almost say it's OP in itself. If you attack a city, for exemple, you can stun 9 units before they get to move. Defenders are fodder, but they can deal quite high damage output, since they are clubmen, ie they get the double damage skill. So, you stun them, and kill them quickly (low HP), before they could use their skill. If needed, it even has a stun skill for 3 ennemies in a line. It also moves very quickly and has a decent damage output; I've seen it moving 4 times in a row... Add initiaitve on it with a spell, and it gets even worse for the ennemy.
Earth elemental is very powerful against group of ennemies thanks to the damage multiplier; then, it can really hit hard, harder than other summons. I like it more than the grave elemental actually; grave has a nice special ability, but has rather disapointing stats IMO. Plus, earth has tons of HP with decent defense. Good both in tactical or strategic casting, while most other summons are used during tough fights, to add some fodder, or casted behind ennemy lines to spread/distract ennemy forces and kill range units.
Overall, the ability to add in thousands of HP with decent defense in a single fight, plus the specific effects that comes with it when cast, in combination to your army, can make you win almost any fight, regardless of the odds.
Thanks. I had no idea that's how it worked. My problem is that my defender champion has such defensive bonuses; but if I don't play aggressive with my champions, this might result in my trained units suffering more attacks. I'm not really sure how I'm going to put this to use. but I'ma new player, so I'm still figuring out many things. Thanks again for clarifying
Defending can be usefull, for exemple, to delay the ennemy from reaching your troops, if the terrain allows it. Or, you can just defend to lure an ennemy; then, it will attack, deal low damage, you will probably retal (a good defender should use swords IMO), and then you will deal full damage instead of dealing low damage because ennemy defends, with little penalties for not having first hit. If you happen to get a leech dagger early in, you can end up with a very powerful defender.