Talk:Dark Dwarf/@comment-89.184.152.106-20160120142859

Without knowing for certain, I am trying out the Alchemist instead of Tinker for Hero choice. My reasoning is as follows:

1) Allows for more spam of summon golems(14 mana makes it pretty cheap and fairly powerful summon), Charm(everything is cheaper) and other Alchemy(and later Arcane) spells, due to Energy(though somewhat weak, it still allows for a few more casts per minute with a high intelligence), and later, Mana Leech(arcane magic). Golems summoned from a decently fast Darkdwarf(get some dex for speed and defense purposes) have a good amount of exp(spell level 2-3) and wont have to walk to as much(summoned where and when needed). It also allows you to invest the stone in buildings/upgrades instead.

2) Constitution + Arcane magic(10 points) = powerful destruction spell(if I have read it right, it deals hero health -1 in damage).

3) You will have a reasonable Charisma and Dexterity score, neglible Strength and good Intelligence. This gives you a fairly fast hero, with a large Command radius, who is reasonably tough(constitution + good Dex + items). Items with a bit of Armor, resistance or Combat can be doubled up if you need your hero to do a bit of hitting in melee.

You also produce fairly cheap units(mercantile due to Charisma), gives morale bonus to your golems(less abyssmal attack speed), and more deadly siege weapons(better combat values).

4) I wont invest heavily in Golem master. My reasoning is, that many of them will be summoned(and thus get a 20 EXP for every 10 points in Alchemy above 4), and the higher Alchemy skill will help with your other spells as well(including Charm, which makes it cheaper to produce regular units). It will be a tertiary skill, invested when I have rounded out all other stuff that I want.

So that left me with the Dwarves, Dark Dwarves, and Swarm for hero choices. Now that I think about it, I might rather make a Dwarf Alchemist and play as Dark Dwarfs, as a few points in Rune magic can be pretty potent(fast repairs, etc.).

Thoughts?

Some questions to the interwebs of knowledge...

Would it be more efficient/better to drop energy and go for 10 more in Arcane(so that you get a 100% Enervate, more efficient Mind Leech)? The reason I like the 10 in Energy is that it costs no mana to get the regen, which helps in the super early game. Enervate cost 20 and last 2(3) minutes with 50%(100%).