Magic people, voodoo people!

Discussion in 'Battle Strategies' started by Admin [Midoki], Jul 25, 2014.

  1. Admin [Midoki]

    Admin [Midoki] Administrator Staff Member

    When razor sharp cutlasses and massive over-sized hammers just aren't cutting it in battle it might be time to turn to the arcane side. With a unique line in mystical conjurings, these guys can protect your crew in combat, disrupt enemy defences, launch plasma charged projectiles and even raise the dead.

    When not engaged in battle, they can be booked for children's parties through their agent. It's quite a show!

    Build the Voodoo Hut today and add some magic to your mayhem. If you already have them in your crew, what do you think? Have you found any interesting strategies you'd like to share?

    [​IMG]
     
  2. Capin blackbeard

    Capin blackbeard Powder Monkey

    No wd sucks actually
     
  3. Zeuticus

    Zeuticus Crew

    The biggest problem I've seen so far is that witch doctors take too long to recruit. I'll recruit a one if I'll be offline awhile and the time doesn't matter. Otherwise the basic troops (gunners and brutes) are better for rapidly building an effective attack force.

    The witch doctor is good for protecting a small band of gunners or a bomber. He dies too fast if he goes into battle with the brutes or juggernauts.
     
  4. MadMolly

    MadMolly Powder Monkey

    The Witch Doctor is pretty neat once you train him with the resurrection skill. The cooldown on it is pretty short, so you can use it often. I have no idea what the stats are on the little skeleton dudes that are conjured from the dead, but they seem pretty hearty and seem to survive longer than some of the other classes. Of course as with any troop it would probably depend on the base you are attacking as to how effective they are at different stages.
     
    kEnNeth0510 likes this.

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