Look at the OP. I wrote that I think Sorcerers are better
overall, meaning that Pandaemonium is but one level to compare the efficiency of each tower among every other level after the boss battle with J.T. So, this thread is really for comparing both towers in general, not just for Pandaemonium, but evidence from that level is completely valid so long as it isn't used to represent the towers in all situations.
Ninja wrote:Except that you don't get any money for doing so, and its cooldown for that is longer than Death Ray for no noticeable reason.
What? They both have the same cooldown as far as I'm aware. Do you have some sort of video evidence comparing the cooldowns to back this up?
Ninja wrote:The thing about upgrades actually helps, because you can leave their powers at tier 1 and still have some reliable abilities. And, should you ever need the Wizard to recharge that Death Ray 2 seconds faster, then you can purchase the further upgrades for it. As for Teleport, 2 more enemies being teleported is actually worth it. Sometimes, that's almost the whole wave, and the enemies get stuck in an infinite Teleport Loop.
You can also leave the Sorcerer's powers at level 1 since the main efficiency of the Elemental and Polymorph comes from the first upgrade of each, just as it does for Death Ray and Teleport. Therefore, the abilities cannot be compared in that sense. The upgrades argument is a moot point.
The Teleport Loop argument is futile. Imagine an army of 2 or 3 Elementals: any one enemy would have a ridiculously hard time getting past the 3 of them before getting killed. It would need a DPS high enough to kill 2 Elementals before the 3rd respawned as well as enough durability to survive their attacks on top of the Sorcerer's high-damaging, armor-negating attack. Also, having multiple Arcane Wizards strewn across the map is a poor way to use them from my experience. You want Teslas and Rangers in the front to take out the majority of enemies, leaving only the toughest ones remaining to then be killed by an Arcane Wizard's Death Ray. 1 per lane is the most I've ever used, and most of the time, I use none(because the Sorcerer is better
).
Ninja wrote:Also, the DPS chart on the wiki actually shows that their DPS is not nearly as high as you think, and the Arcane Wizard actually outclasses them in that area. In fact, it even shows that their Cost Efficiency (Which is also a big player when considering towers, BTW.) is almost twice as good as the Sorcerers. Yeah, sure it requires support, but almost every REALLY good thing in KR does. Reg'son, for example. Durax, with all that micro-management.
The wiki also says that Death Ray and Polymorph share a cooldown.
Cost Efficiency is one of the least important parts of the game from my experience. Placing a tower with the right abilities and traits tends to be the key in terms of strategy. Things like armor negation, being able to debuff and deal harm to multiple enemies, a mixture of all 3 main damage types, stalling enemies, and AOE damage all give the Sorcerer advantages that can't be measured, but are certainly more commonly-occurring than the Arcane Wizard's benefits as well as more applicable to more situations because there are so many more advantages with the Sorcerer.
Ninja wrote:Sorcerers are only better for players who don't like actually doing anything. I'll admit that armor reduction is ridiculously good, and that is one thing that the Sorcerer does better than the AT. I'll say the same thing I said about Overkill to you that I did to BBB. (Through PMs, that is.) On Pandaemonium, the level being taken into consideration, Overkill is barely a problem anyway because Demons have such high HP. Yes, the Sorcerer can handle itself well, but the Arcane Wizard, with proper care, is just so much better.
For Pandaemonium specifically, or any other level, regardless of how often the Arcane Tower overkills enemies, the Sorcerer will overkill less. For every Demon that takes an extra 20 damage from the 40-50 that the Arcane Wizards deal to them, how many more will die from the DOT of the Sorcerer's Curse while the tower focuses on other enemies with more health? Thanks to the Curse, enemies will not take more than 9 extra damage in a single second, and another foe who has yet to be struck can be attacked as the Curse finishes off weaker enemies.