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Re: The Setup
Thanks for the clarification!
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Re: The Setup
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I tested a bit now communion after i managed to kill my 23 communion slaves in a 20 turn battle even with 3 relief casters in my current first pythium mp game http://forum.shrapnelgames.com/images/smilies/happy.gif . if you use only theurgs 16 communion slaves are always enough . This leads to 2 different strategies : Strategy 1 : Go with 18-20 communion slaves . This way 2-4 can die and you still get +4 levels from 16 slaves . You can then even cast Thunderstrike and get only minimum fatigue . Key Problem : Minimum Fatigue / communion slave seems to be 2 / spell . After 100 fatigue the slave seems to get -5 fatigue cause of unconsciousness / turn too ( My testing showed not exactly the exepted results when the master used divine spells ) . So if you cast 10 spells / round ( = 5 quickened masters ) this means 20 fatigue / turn for your slaves . So after 12 combat rounds your slaves should be dead . Summon Ep gives -4 fatigue , Earth 10 bless -5 / turn . In this case with 10 spells / round your slaves would get 11 fatigue / turn until > 100 fatigue . They reach this at turn 10 . Then they get 6 fatigue / turn . So 15 more turns , then they should have exactly 200 fatigue . So you should always have relief casters . The rule is easy : 1 relief caster per 5 communion masters . As long as he does this everything is fine http://forum.shrapnelgames.com/image...es/biggrin.gif . Strategy 2 : Use only 4-5 communion slaves for +2 levels . This way the slaves will die very quickly but fatigue stops at 200 points and then every additional spell = -1 hp for the slave . So you have 10 extra spells before the slave dies finally . Cute http://forum.shrapnelgames.com/image...es/biggrin.gif . With 4 slaves without modifications ( heat / cold , Magic / drain ) each thunderbolt casting gives 28 fatigue . So casting 6 thunderstrikes results in about 160 fatigue . If the Theurg(s) continue then casting lower fatigue spells like soul slay chances are good that the theurgs survive the battle quite some time longer . If you have extra reinvigoration from bless / EP even better . Normally though after each not very short battle you have to replace your 4-5 communion slaves . My conclusions atm are : - For all other nations communion is not really worth it unless you want +1/2 levels with 1 caster for a special battlefield enchantment or similiar . - Pythium needs it probably in midgame , earlygame quickness/mindburn or quickness/false horror should be enough . - The theurg with communion enchanted is probably one of the most potent battlemages and probably the most cost effective national mage http://forum.shrapnelgames.com/images/smilies/smile.gif . |
Re: The Setup
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There are a couple of other evocation spells that do not require gems, however they are not from the astral/water/air schools ( nether darts comes to mind ). |
Re: The Setup
If you are using the spellmod, you might want to look at using just a normal, non communioned Nature caster (Say a Druid with a Nature Stick) and script him to cast Relief and set him in the very back (so his range is piss poor). He will have a tendancy to cast Relief even after the first 5 scripts.
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Re: The Setup
Also, I think that adding clockwork horrors to your army increases the chance of your mages casting relief.
Dunno, but i think it might be like that... |
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