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-   -   Your Top 10 Super Combatant Builds (http://forum.shrapnelgames.com/showthread.php?t=43337)

sansanjuan October 10th, 2011 12:34 PM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Question (Post 785623)
But why are they retreating? They are not taking much damage, and am regenerating it anyway.

Run Dom with the -ddd switch. Should have the story after sifting through the log.
-ssj

Starbelly Geek October 10th, 2011 04:44 PM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Soyweiser (Post 785650)
Or get a n9+ bless.

Or any of several spells, particularly in the Thaumaturgy line.


Your Jarl will also retreat if there's enough hit points of other units on his side in the battle, including province defense, who are all killed.

Knai October 16th, 2011 10:26 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Soyweiser (Post 785620)
Of course, shatter and opposition are a nice counter for this tactic. e3 and s3. But they have low range. Your golem has only 12 mr. But it is a nice tactic. If you do not have earth or astral, it is going to be hard to beat.

Actually, because you only need to go up the constr research tree, it is a superb tactic.

The other obvious option is a fatigue kill. A bunch of Stellar Cascades could probably do a lot, if the mages involved decided to cooperate, and the same can be simulated with the lightning spells. Then there is Charm, though I don't recall the Charm-Mindless interaction off the fop of my head. Still, even with that up these things are comparatively cheap, and really quite nasty.

rdonj October 16th, 2011 11:19 AM

Re: Your Top 10 Super Combatant Builds
 
Siege Golems are actually immune to all elements and poison, so the lightning isn't a problem for them. They're reasonably resistant to fatigue spells as well with that much protection, but of course it could still eventually drop them and stellar cascades spam will kill just about anything in sufficient volume. I would actually be more afraid of something stupid like Swarm though.

Knai October 16th, 2011 11:59 PM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by rdonj (Post 786176)
Siege Golems are actually immune to all elements and poison, so the lightning isn't a problem for them. They're reasonably resistant to fatigue spells as well with that much protection, but of course it could still eventually drop them and stellar cascades spam will kill just about anything in sufficient volume. I would actually be more afraid of something stupid like Swarm though.

Right. Duh. I knew about the immunities too, and somehow just spaced it. As for Swarm, I really wouldn't be surprised if that worked decently. Then there are the various immobilization spells, and of course, the banishment spells. Alternately, just hit them with Gifts from Heaven a few time, as 150 damage hits are the sort of thing that renders protection largely irrelevant.

Finalgenesis October 17th, 2011 06:51 AM

Re: Your Top 10 Super Combatant Builds
 
disintegrate is one of those spells AI actually will cast on its own vs high size/hp units, so the standard hold x5 in the back method to defeat short ranged scripted counters won't save said low MR construct SCs.

You'll need the research and preferably plentiful national D access of course.

NTJedi October 17th, 2011 06:31 PM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Atreidi (Post 695372)
List your Super Combatant and build:

Sounds like we need another forum arena death match... where different members of the community each submit one SC to fight in one massive Arena Death match.
Good Times


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