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This is a discussion on The Poison Wisp within the Training Room forums, part of the Tactics Headquarters category; as some of you might know, i've been playing again. i made ambienteternity double gold before i went on my ...
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#1 (permalink) |
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Craves The Abuse
![]() Join Date: Jul 2006
Location: Bethlehem, Pennsylvania
Posts: 6,362
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The Poison Wisp
as some of you might know, i've been playing again.
i made ambienteternity double gold before i went on my hiatus i'm terrible at using the gold units but i'm trying to get better. the poison wisp confuses me. it's my favorite unit simply because of how hard it is for me to use. i think it has great potential, but i cant seem to get the hang of itrush, or turt? in turt it seems great with the furgon, but overall, it doesnt have a super effect on the game until the mud and cleric are dead. in rush, it helps dispatch the cleric quickly, but dies shortly afterwards i need tips on this mysterious unit
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#2 (permalink) |
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Proud 110th Co-Lεader
![]() Join Date: Nov 2007
Location: Winslow, Arizona
Posts: 1,544
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Well it works good for both instances. If in turt, a good way to use it is with a furgon or a frost or both. A rush it works well, but without it stoned it basically is useless. A good way to use it is against a longer turt wait unit or melee unit. Poisoning a couple knights and a dragon for example is good. Just make sure you get it in position to either freeze incoming knights or scouts or shrub them off.
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#3 (permalink) |
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Strategic Insomniacs!
Join Date: Mar 2008
Location: Somewhere Cold.......
Posts: 1,124
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I don't really use the wisp in rush but I do use it in turt. Try to use it late in the game. It is way more effective.The wisp and mud can also be a great combination. Since the quake doesn't effect the wisp you can weaken or even kill the units that are poisoned.
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#4 (permalink) |
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Reprimanded
Join Date: Feb 2008
Location: Wizzy
Posts: 2,096
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Its one of my favorie units.
Good against witch bombs because it can get in with the line, and often to hurt it you gotta hurt another unit. I keep it back by the cleric so that any unit that gets too close, usually the mud, can be wisp'd and it'll take a bit for the next unit to get over far enough over to attack and kill it. Move a unit in front of it though so it cant be taken out by the scout. Wisp<3
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#5 (permalink) |
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绛红凤凰
Join Date: Jun 2005
Location: Clipsburg, Pistolvania.
Posts: 7,077
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PW is very nice even with their mud and cleric on the field.
It's a continuing damage and Muds can't hit it with their quake. I love using the PW + BW combo. But I only use that combo in fun games for clan matches. |
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#6 (permalink) |
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Hollynoob
![]() Join Date: Jan 2008
Location: As far from Demi as Possible.
Posts: 3,099
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Do what fearliss said. I do that in my FPS turt. I use:
Cleric, stoney, frost, Archer, wisp, Archer, Mud, Knight, LW, and furgy. I used Poison wisp in defensive turts. Not much of an offensive unit if you ask me. |
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