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Re: MA Atlantis...am I missing something?
Astral-9/Earth-9 is probably not a good idea - AFAIK, Twist Fate can be triggered by "hits" that do not do damage, so on a high prot unit you'll tend to lose your twist fate to being hit by a rock or something.
Given the nasty situation in the water, I'd take an awake supercombatant for my God, and get the best scales I could. |
Re: MA Atlantis...am I missing something?
QM:
You may be right about sphinx, but I was looking at the 3 s. you have to take either the sphinx or the sacred statue-those are really your only 2 viable options if you want the s9 e9 n4 bless. I like the 500 hps high protection also. And the blind. he is amphibious. Equip him with the forbidden light and teleport him into a land province in his own dominion, cast a few buff spells, summon earth power, and destroy an enemy army. Sphinx has several late game options. Being lifeless he is immune to many deadly blood spells, drain life etc. If he makes it to the late game and you can empower him to 3 d b1 and give him soul vortex and blood vengeance he will be hard to kill. |
Re: MA Atlantis...am I missing something?
high bless just isn't worth it at all. an awake SC does seem like a good option, and reasonable scales.
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Re: MA Atlantis...am I missing something?
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Re: MA Atlantis...am I missing something?
"This is precisely the problem: he cannot teleport. Thus the sacred statue who can is a far superior choice."
That is strange. Why can the monolith teleport but the sphinx cannot? |
Re: MA Atlantis...am I missing something?
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Re: MA Atlantis...am I missing something?
A bit sad the sphinx cant teleport.
I came up with:- S9/E9 Sphinx, dom 5, imprisioned, order-3, prod-3, heat-3, growth-2, misfortune-3, drain-2. Remember your bless will be used later on with plenty of thug consorts. Also via sacred shroud (also cheap and cheerful), you can confer the bless to any of your units, including mages. Even 0 protection units, as you can have boots of the stone for the protection. Those kings of the deep will make excellent thugs with shroud + boots of the stone. Its the sheer number of thugs you could have by mid game that makes MA Atlantis fun. The kings of the deep will be teleporting thugs with astral randoms. Fire randoms, fire shield or phoenix pyre. Earth randoms, invulnerabilty. Consort thugs, early game, kings of the deep thugs mid/late game. |
Re: MA Atlantis...am I missing something?
As Archeo and Dr. Praetorious say, blessing doesn't seems as good of an option as an early combatant of some sort. Personally, I favor a Wyrm with earth.
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Re: MA Atlantis...am I missing something?
I a blitz small map the wyrm is good. But I like to think longterm on huge maps. And the wyrm will be outdated rather quickly, not to mention he will not stand up well to mind blast spam in enemy dominions.
I think the bless strategy has more longterm viability. And I still like the idea of a ML with death and a more moderate bless. An immortal pretender that can cast shadow blast can work really well tearing down an invading army. For those who doubters, my ML in the Big Game withstood the best lanka could throw at him, while dealing out insane damage via shadow blast, drain life, soul vortex etc. He also softened up invading armies from other invading nations with only boots of the messenger and shadow blast. I did give him some fire magic because i like banefire spam as well. Of course the ML needs to stay in very strong dominion. Which is why i took 9 dominion with him. And I took a bit of air for mistform. |
Re: MA Atlantis...am I missing something?
The wurm is nothing to scoff at, the fast expansion will result in more mages, forts and the armies you need to secure a good mid game.
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