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Re: Death & Blood a little borked?
Don't forget Air buffing spells!
Mistform and Mirror Images (which usually in combo with the +3 Def of Quickness become very deadly, in fact I believe Mirror Images should be easier to break, perhaps removing one mirror image each time it's struck since the warrior realizes he's hit an illusion, and all mirror images if the real unit is struck). Air Queen are the strongest of Elemental Lords, ethereal, flying, mirror images by default (2 out of 3 iirc), can trapeze. Death is superior to Astral in direct combat magic, since Death spells can't be stopped, while astrals are countered by magic resistance (easily improved by amulet of antimagic). Astral however is a little more versatile, cause covers all aspects, but it most is beaten by others. Blood is good for summons, Astral Corruption could be nice, but most of the battle spells require blood slaves in battle that can be easily arrowed, killed, or even burned by your heat in case of Abysya (very sad this aspect ...) Nature is good too, except for their unique summons, that I believe should be a little "stronger" ... I mean, their problem is = move, and they cannot teleport, only Faerie Trod which is expensive. They can't too raise a lot their magic skill since they've 2 misc slot, so a Druid with a treelord staff can easily get 4N and having too the summoning vinethings bonus. Water I believe is very nice, but only for a strict selection of Nations, water nations especially. Fire I believe it's too strict, and not very well working. It should be the best battle magic, for direct damage, but it isn't since it could be resisted, while Death can't. Holy Pyre shouldn't be resisted by FR, if we consider the damage is HOLY and not FIERY, or however it should be affected at maximum by a 50% FR. It lacks of a generic good global. Everyone has the "gem creation global", and fire has 2 specific global, a hot increaser (specific for hot nations), and an anti undead. Earth path is the best defence by "common" damage. Not very good IMO, except some cranking spells like Forge of the Ancients or Wizard Tower!. E bless isn't very good too ... Summary of my mind: Well obviously I believe Air is the most powerful, followed by Death. Blood is fine, with his strenght and weaknesses. Nature and Astral are fine too. Water ... is nice too, quickness + breath of winter are very very good. Fire is fine except for Holy Pyre as I told. Earth should have 1 or 2 more defensive buffs, one that could be nice is a MagmaSkin, combined with 1 or 2 ranks of fire, a sort of hot breathe of winter. Or a whirlwind of sharp stones swirling around the caster. I'd like to see in next patches some new spells with mixed paths. |
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Re: Death & Blood a little borked?
If you use communion probably you won't go for a E blessing ...
_________________________________________________ Yes I put enphasis on HOLY because it does triple damage on undeads and daemons. If it should be fire only, well or *3 should be forgotten, or even a fireball should be *3 against undeads and demons ^^. Death has many other combat spells, especially vs Undeads, like Dust to Dust or Wither Bones or generic ones like Shadow Bolts ... A Wraith Lord with elemental armor can't be stopped easily without another SCs if you haven't death mages or astral (with spell focus and other mr piercing items). However everyone has its own mind and experiences. I'm awaiting for next patch to see some changes ... if any will occur. |
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Well Zen I guess I'm through playing with you and your continual insults and random jabs. It's is funny though. |
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I have no problem with memory, thank you very much. And I remeber what you told me about VQ and Liches. However I am surprised that you are saying that priceworthness have nothing to do with combat effectivness, when in fact they are clearly related. If you take any strong SC chassis and give it 0 base chassis and 10 new path price, you'll make it more priceworthy. And the same time you will increase its combat effectiveness, since now for the same price you can make more powerfull pretender (relatively to any other pretender for the same price). In reality they are two sides of the same coin. Of course the cost is not the only thing that affrcts combat effectivness, but it is one of the factors. Anyway I am not really interested in the main subject of this thread, I just wanted to clarify your position on the VQ issue after it was mentioned here, since it was not clear to me from your "for and against" post, which you now did, thanks. [ June 03, 2004, 09:54: Message edited by: Stormbinder ] |
Re: Death & Blood a little borked?
[quote]Originally posted by Huzurdaddi:
It does have a weakness, units which are resistant to it's particular damage type, but other than that it's quite amazing.[/QUOTE} It has another weakness, which is that it requires your mage to stand at the very front of the battlefield. Quote:
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[ June 03, 2004, 14:03: Message edited by: Zen ] |
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