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Re: MP questions
What do people prefer for pretender status?
Awake,Dormant,Imprisoned ? I have always used Awake, but Dormant is tempting because of the extra build points. Does anybody actually use Imprisoned? |
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Re: MP questions
The decision about dormant or imprisoned depends on the nation and the strategy. If your initial army and recruitable troops are effective for expanding, and you believe that your recruitables can stave off a rush, dormant or imprisoned might be useful. How you use the extra design points is also dependent on your nation and strategy.
For example, you might use them to improve your scales if your recruitable troops are expensive in gold or resources, you might use them to get more paths on your pretender to make up for some that your recruitables lack, or you might use them to get a good bless for your sacred troops. Whether to go dormant or imprisoned depends on when you expect your pretender to be most useful. If s/he has paths you will need for summons, searching, or forging relatively early on, go dormant. If the pretender itself is just a vehicle for a bless, or only needed for heavy end-game spellcasting, go imprisoned. Disclaimer: I stink of newb, so take my thoughts with grains of salt. |
Re: MP questions
Smells like chicken.
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-Max |
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-Max |
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But yes, as has been said, take Dom 9 or 10 on your Wyrm for the crowd control factor, and a good bit of Earth magic for natural armor. Then they are one of the best early game expansion pretender super combatants. |
Re: MP questions
I would say pick whatever magic path you need for diversity; they all add something to the already fearsome Wyrm (except maybe Fire, Water, or Blood).
Earth will give prot and access to some buff spells Air gives access to Air Shield which is perfect compliment to Awe Astral gives access to Personal Luck and Ethereal Death boosts natural fear Nature boosts natural regen The flexibility of the Wyrm to take whatever magic you need to diversify and be made an even better SC by it makes it my fave pretender. |
Re: MP questions
On Wyrm:
Fire will allow Fire Shield+<heat-producing one> Water will allow Quickness+<chill-producing one> (+Water Shield for underwater expansion) Blood... this, I fear, is really useless on an SC... but hey! - he can be used for bloodhunting then! ON Dragons: They are useful. Just a different from Wyrm, namely, they allow cheaper bless and are flying, which allows better raiding possiblity later in the game. And yes, flavor text is usually explaining something besides being fun to read. It should just be remembered that it remains just developers' view on USUAL situation. You may still got lucky/unlucky - or items/spells used by one party can change a situation completely... |
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BTW, I haven't seen any pretenders in the arena in a while. I wonder if the AI has been patched to not send in uniques? -Max |
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