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-   -   Super-Casting Pretenders? (http://forum.shrapnelgames.com/showthread.php?t=18244)

mivayan March 12th, 2004 02:03 AM

Re: Super-Casting Pretenders?
 
A 4-6 fire&air phoenix is fun to use with standard marignon since they start with the holy pyre spell which is fairly effective against most indies.

Daynarr March 12th, 2004 02:54 AM

Re: Super-Casting Pretenders?
 
Quote:

Originally posted by Truper:
Try a Lord of the Desert Sun sometime if you want a fire caster with some accuracy. Eagle eyes does the job...
<font size="2" face="sans-serif, arial, verdana">When I was testing this bad boy I used 9F and 2N for him in a game with 9 indies. In first 10 turns he had more then 300 kills. After 15 turns it went up to 500.

archaeolept March 12th, 2004 05:47 PM

Re: Super-Casting Pretenders?
 
well, that's the problem w/ not taking air http://forum.shrapnelgames.com/images/icons/icon10.gif

try nixing the death, reducing to nature 1 (for eagle eyes), taking one point of heat (though you certainly do pay for it in economic penalties, however the Naga gets penalties in any cold, so the heat at least acts as a ward...), and using the resultant points for the eminently useful Air4

DLC March 12th, 2004 08:00 PM

Re: Super-Casting Pretenders?
 
quickness + earth power + strenght of gaia + aim + eagle eyes.

DLC March 12th, 2004 08:46 PM

Re: Super-Casting Pretenders?
 
aim and eagle eyes dont stack http://forum.shrapnelgames.com/images/icons/icon9.gif

and remove strenght of gaia, that doesn't add reinvigoration meh.

Barronosod March 13th, 2004 02:03 AM

Re: Super-Casting Pretenders?
 
I can't wait to play this game enough that I know what you guys are talking about, because you're clearly all tacticians. Hats off to Shrapnel for this one. Just got it and I can tell it'll be in my drive for a long time.

ywl March 13th, 2004 02:43 AM

Re: Super-Casting Pretenders?
 
Quote:

Originally posted by archaeolept:
well, that's the problem w/ not taking air http://forum.shrapnelgames.com/images/icons/icon10.gif

try nixing the death, reducing to nature 1 (for eagle eyes), taking one point of heat (though you certainly do pay for it in economic penalties, however the Naga gets penalties in any cold, so the heat at least acts as a ward...), and using the resultant points for the eminently useful Air4

<font size="2" face="sans-serif, arial, verdana">Both nature and death are important for Ulm. Their summons add more diversity to their limited magic. The current configuration, IMHO, give a more balanced Ulm. Oh... also, death and fire together give you the flaming skull, which can increase the Fire level of your Master Smith by one.

Air is quite important for warding against lightning... but if it's just for adding two or three pecision, it doesn't worth it.

[ March 13, 2004, 00:44: Message edited by: ywl ]


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