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-   -   Mod Nation Playing Guides (http://forum.shrapnelgames.com/showthread.php?t=35942)

Digress November 30th, 2007 06:09 AM

Re: Mod Nation Playing Guides
 
llamabeast isn't running with a W9N4 bless in Marmoset http://forum.shrapnelgames.com/images/smilies/wink.gif

You will have to keep guessing SlipperyJim.

SlipperyJim November 30th, 2007 12:27 PM

Re: Mod Nation Playing Guides
 
Quote:

Digress said:
llamabeast isn't running with a W9N4 bless in Marmoset http://forum.shrapnelgames.com/images/smilies/wink.gif

You will have to keep guessing SlipperyJim.

I never said he was. http://forum.shrapnelgames.com/images/smilies/happy.gif I simply said that I would probably run W9N4, because it would be different from my preferred F9N4 bless.

The llama-man is probably running something totally bizarre like B9A4. http://forum.shrapnelgames.com/images/smilies/wink.gif Then again, since I'm not playing in Marmoset, it's really none of my business. http://forum.shrapnelgames.com/images/smilies/cool.gif

Ferrosol October 8th, 2008 05:15 PM

Re: Mod Nation Playing Guides
 
maybe I will do an updated version of my Skaven guide and post it here but for now my old one is still here http://forum.shrapnelgames.com/showthread.php?t=38523 if anyone finds anything to horribly disagree about please let me know and when I do the updated version I will at least consider your suggestions.

Aezeal October 8th, 2008 06:31 PM

Re: Mod Nation Playing Guides
 
Personally I think E9 is great for nearly all nations with decent sacred troops and sacred mages. THe reinvig on mages is so good end game that it's a same not to use it. The extra prot seems to be discarted here but I think it will actually be very very helpfull on any unit even heavily armoured ones.

My choice for UR would probably be E9 and then either W9 or S9 which are both good.

Is a triple bless possible EW and S 9 might give you very very strong sacreds :D might be worth to sacrifice even some prod scale here since you'd need much less troops.

HoneyBadger October 10th, 2008 11:39 PM

Re: Mod Nation Playing Guides
 
Triple blesses are hard to ever make cost-effective. The only Pretender that really works with a triple bless is EA Mictlan's 'Smoking Mirror'. He starts with 3 paths-fire, blood, and death, all of which do nice things for Mictlan's sacreds.

Sombre October 11th, 2008 05:21 AM

Re: Mod Nation Playing Guides
 
I think you'd have to be nuts to use a F9B9D9 bless - you're making use of two weak blesses. A F9W9 would beat that pretty easily.

If you are talking triple blesses where they aren't 9s - there are loads of pretenders that can do that.

HoneyBadger October 11th, 2008 03:09 PM

Re: Mod Nation Playing Guides
 
I think I'd skip D9. It's pretty worthless, don't you think? especially with F9. So maybe F9, B9, D4-6, since Smoking Mirror starts with F, D, B. I don't think anyone starts with both F and W. Atleast, I can't think of a single Pretender, for any Nation, that does.

Sombre October 11th, 2008 03:17 PM

Re: Mod Nation Playing Guides
 
B9 is worse than D9. It's definitely the worst 9 bless by far.

rdonj October 12th, 2008 02:32 AM

Re: Mod Nation Playing Guides
 
I don't know how much I really like the fire 9 bless. An ap fire attack is nice and all, and can hit ethereals, but a 6 ap damage attack seperate from the base attack isn't really all that useful against heavily armored units. I think I would actually prefer blood for killing high prot units, because a relatively small damage increase can mean a world of difference when trying to hurt them.

HoneyBadger October 12th, 2008 02:45 AM

Re: Mod Nation Playing Guides
 
That's something I never did figure out-what exactly does *death curse* do? It sounds pretty bad, like you don't want it to happen to you, or the hoburg next to you, but-mechanically speaking-why not?


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