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Re: Best Magic Path Synergies?
Well, here's an interesting combination.
Earth and Air. High Dominion + Dark Skies + Melancholia.... Making *all* of an opponents researchers desert....... |
Re: Best Magic Path Synergies?
Earth + Air is one of my favorites--specifically for the Watchers.
Watchers have to be my favorite summons in the game. I've built Pretenders around Watcher-spamming before. |
Re: Best Magic Path Synergies?
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each have spells that specificly kill undead or demons respectively which means you don't need to spend so much time and resources making preists to tackle nations like ermor. as already stated some nice buffs and summons. Grip of winter + falling frost spam tears through anything not resistant to cold, whole armies become over fatigued and suffer frozen death. How about stellar cascades instead of falling frost if they are cold resistant? oh and how about all those lovely astral spells to move you're frozen death machine of a mage force around the map with their armies. |
Re: Best Magic Path Synergies?
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Re: Best Magic Path Synergies?
They're best used to boost PD, specifically PD that includes a magical leader.
I wonder what happens if you GoR them, though. I've never tried that before. |
Re: Best Magic Path Synergies?
I'm surprised that Astral + Death was so quickly discounted. Do people even use Soul Drain any more?
I mean, the Nether spells are cool, and dusk daggers are outright SC killers, but most of the best death spells require a Communion and that's a key synergy. Ether Lords are also formidable late-game combatants. Astral + Death forever! |
Re: Best Magic Path Synergies?
Astral + Death is very nice, and they're also two of the most powerful paths. I'm hoping, at some point, to build a Nation that uses those two paths, exclusively.
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Re: Best Magic Path Synergies?
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Re: Best Magic Path Synergies?
No, it'll be a modded Nation based on the Warhammer 40,000 Necrons, but conforming to Dominions "technology", so Steampunk basically, but still undead.
Similar to, but different than, Ermor. |
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