.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   EA Arco - uncle moneybags (http://forum.shrapnelgames.com/showthread.php?t=42440)

Squirrelloid July 1st, 2010 03:26 PM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by chrispedersen (Post 749243)
Quote:

Originally Posted by Ferrosol (Post 749222)
EA Arco can expand reasonably well without an SC true. Although I would argue that SC pretender offers the best "bang for your buck" you can get. I would further point out that if you intend to rely on chariots to expand with (which I agree are excellent btw) you need an awake SC who can attack on Turn 2 to secure the resources you need (especially if you go the typical sloth build for Philosophers). As such I would argue that as the Lord of Rebirth is not capable of turn 2 expansion due to its flimsy Armour and non existent damage. Precisely which awake SC you take is up to you but I would argue that the Cyclops is probably the single most effective SC Pretender in the game.

Under CBM Cyclops is 125 points, and needs awe to safely expand early. That is 295 points more than the lord of rebirth.

An E9 cyclops does not need awe to expand turn 2. Try it before you claim it doesn't work.

That said, i think awake SCs are the single worst use of points in an MP game. They rarely help cover holes a nation has, and they do little or nothing to set you up for the end-game or even mid-game. And killing a single unit really isn't that hard by early midgame, which means your SC pretender gets relegated to lab duty where he's not very good.

Also, doing really well early tends to get you ganked by experienced players.

So unless you absolutely need the awake SC to cover a really weak expansion game, I'd go with something else. Something that will retain utility all game long, or at least most of it. Burning 150pts for the privilege of awake + points for the chassis + dominion necessary is a lot to pay for a pretender whose job is basically done by the end of year 1, mid year 2 at the latest.

rdonj July 1st, 2010 04:38 PM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by aaminoff (Post 750616)
I have lost an embarrassing number of Oreiads in my current MP game. (This is the one where I'm using a Virtue Dom10 pretender). Here are some of the ways:

I tried to be cute and combine a shock resist item (or was it Resist Elements?), Ironskin, and Resist Lighting. Somehow the math worked out that I was only 75% shock resistant. This was when I learned that resistance is a % chance to avoid the attack entirely rather than damage reduction. So eventually she killed herself with a shock wave.

Fatigue was occasionally a problem. I really don't understand why she persisted in swinging her frost brand instead of using shockwave when only at 60 or so fatigue.

Ulm's PD and troops are just that good. High enough morale, attack skill, and strength to produce enough 1-pt hits that mistform pops on a 1% per hit chance. This is probably the most common failure mode.

forgetting to script correctly or at all

trying to seduce, failing, losing the assassination battle. Once it was skellyspam, another time I was facing something really big.

As I am thinking back, I just realized something. I was scripting stoneskin, mistform, strength of gaia. The point of Str of Gaia being +nature and +regen. However, does the barkskin effect of Str of Gaia over-ride stoneskin? I don't think I have a recent battle to view to check this. Argh.

All in all, the thing about Oreiad thugs is that they are fiddly. My first ever MP game I was Helheim. I put firebrands & golden shields on Vanjarls and CTd them all over, and I was amazed at how well it worked. Whereas Oreiads I have managed to screw up in multiple ways. So I think an experienced player can make Oreiad thugs work, but newbs should think twice. Also, Vanjarls are recruit anywhere, and cheaper than Oreiads.

They are building up too much fatigue. Try to keep it down to more manageable levels like the 10-20 range or the mistform becomes a LOT easier to pop. If you start getting much past 40, you become ridiculously vulnerable to critical strikes making it only a matter of time before something goes wrong. Also what does the gear look like? How much +reinvig do they have? What sort of shield? Vine or eye shields are probably your best bet. And eye shields should work extremely well on ulm.

Skelly spam *will* eat oreiads alive, though. They will never be able to kill all the skeletons, so they'll never kill the death mage. At best this means a rout.

Baalz July 1st, 2010 06:33 PM

Re: EA Arco - uncle moneybags
 
[quote=rdonj;750639]
Quote:

Originally Posted by aaminoff (Post 750616)
Skelly spam *will* eat oreiads alive, though. They will never be able to kill all the skeletons, so they'll never kill the death mage. At best this means a rout.

Nah, you can eat them up just fine if you're prepared for it.

Option 1: vine shield + fire brand + thug gear/script and you can chew through skellies all day long until the enemy mage passes out. You just can't count on your awe obviously.

Option 2: Earth boots/random. Summon earth elemental. That's a 1 gem (2 gems if your mage is level 2E) earth attack that'll squishify a fairly arbitrary amount of skellies.

Option 3: No equipment summon air elemental. This one is a bit riskier but can certainly be plenty effective depending on who you're attacking.

Option 4: (depending on your opponent) use some blockers then spells that don't effect undead. Swarm, poison cloud, poison cloud. By the time the undead

thejeff July 1st, 2010 07:22 PM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by Squirrelloid (Post 750632)
aaminoff is right in one thing. %reduction vs. %avoid should be really easy to tell. In particular, %reduction would show up small amounts of lightning damage every time you were in the AoE, but %avoid would show no damage most of the time and then *bam* lots of damage.


I just played around with this a little with Eagle Kings modded to 75% SR. They seemed to take more damage than I would expect with 75% resistance, but they also had fatigue most of the time. More importantly, I never saw one in the AoE not take some damage.

I'm sticking with the assumption that resistances are %reduction not %avoid.

chrispedersen July 1st, 2010 08:40 PM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by Squirrelloid (Post 750633)
Quote:

Originally Posted by chrispedersen (Post 749243)
Quote:

Originally Posted by Ferrosol (Post 749222)
EA Arco can expand reasonably well without an SC true. Although I would argue that SC pretender offers the best "bang for your buck" you can get. I would further point out that if you intend to rely on chariots to expand with (which I agree are excellent btw) you need an awake SC who can attack on Turn 2 to secure the resources you need (especially if you go the typical sloth build for Philosophers). As such I would argue that as the Lord of Rebirth is not capable of turn 2 expansion due to its flimsy Armour and non existent damage. Precisely which awake SC you take is up to you but I would argue that the Cyclops is probably the single most effective SC Pretender in the game.

Under CBM Cyclops is 125 points, and needs awe to safely expand early. That is 295 points more than the lord of rebirth.

An E9 cyclops does not need awe to expand turn 2. Try it before you claim it doesn't work.

I have tried it - many times. Teach your mom to suck eggs =P.
There are a *lot* of indies that will gank a cyclops. Ichies, bandits, crossbows, cav, nightmares, awakened vines, air masters, mandragora.... to name a few.

Verjigorm July 1st, 2010 10:24 PM

Re: EA Arco - uncle moneybags
 
I've tried the standard SC's. The Cyclops is a weak choice for EA Arcoscephale. They already have significant earth power and Earth mages do not stand in as much need of an Earth blessing.

Cyclops' paths cost too much to make him useful in diversifying magic, and even if you still want the Earth blessing, you can take the Master Druid and get a dual bless with nature cheaper than you ever could with the Cyclops and he allows better magical diversity, even though you don't really need it for anything besides Death which you could do nicely using the Lord of Rebirth who, in CBM, will provide you with an excellent additional gem supply in exchange for the points and costs slightly less. In Vanilla, I doubt he's worth the 125 cost.

I prefer Immortals (especially Phoenix for early expansion), Rainbows (for site searches and easy access to all paths), and Big Astral--I found that a Sphinx with Death magic like this one (CBM) can make for interesting late game strategies.

Sphinx (Body 159, 500 hits)
Magic: Earth 6 Astral 10 Death 6
Dominion 5
Scales: Order 3 Sloth 2
Imprisoned

You want Thaum-8 or better by the time he escapes so he can teleport.

Stygian Paths to your enemies capitol and supply him with gems. He just casts a lot of Thaumaturgy spells:

Master Enslave
Undead Mastery
Soul Drain
Wither Bones
Burden of Time (if you plan to go with this strategy, of course, you'd want to take neutral or production scales, magic 1 or 3 and not get too many Philosophers, and I've never tried using BoT with Arco, but Orieads are relatively resistant to BoT)

You also get Charm on your Orieads which is one of the things they're great for, and access to the very useful Gale Gate, Imprint Souls, etc...

Verjigorm July 1st, 2010 10:50 PM

Re: EA Arco - uncle moneybags
 
Taking a step costs 15 death gems and 250 gold if you have to build a lab, but the Sphinx is definitely not easy to destroy especially in its own dominion.

Parking it inside a castle is a most excellent defense. Bing! 30 million tons of Astral Malevolence is now guarding your province... and no one can see it until they break down the doors and find their souls ripped out by a massive stone God.

There is one thing you should avoid, however...

The Sphinx cannot tear down a castle wall by itself, nor can it build a lab in a province with a castle. Therefore, if you teleport the Sphinx onto a castle, you need to be sure that the army that it brings along with it can tear down that castle AND storm it successfully as the Sphinx itself cannot do either of these things. Your best bet is to park the Sphinx in a province adjacent to the target castle and then use Gateway to transport in troops to siege and conquer the castle.

There are so many nifty things to do with the Sphinx in EA Arco.... I have played a bit, but haven't fully explored it's awesomeness. One thing is sure, though, I don't take the fountain anymore--The only immobile I select is the Sphinx. I have tried the Statue, and she's quite nice, but not as nice as interesting as Sphinxy. Teleporting the fountain into battle is very dangerous. It says the fountain is difficult to destroy in the description, but it's not that tough and it can't run away.

I've never encountered the "50-turn rout" problem with Sphinx... Not sure what happens, but I bet it's not good on the offense. Fortunately, his offensive movements are few and far between since he usually attacks opportunistically and then defends his landing spot from whatever might come there. If you can predict the path of your opponent's march (bridge provinces) you can set dastardly traps.

Sphinx is my favorite Late Game Astral pretender. Indestructible lovliness.

Squirrelloid July 1st, 2010 11:31 PM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by chrispedersen (Post 750658)
Quote:

Originally Posted by Squirrelloid (Post 750633)
Quote:

Originally Posted by chrispedersen (Post 749243)

Under CBM Cyclops is 125 points, and needs awe to safely expand early. That is 295 points more than the lord of rebirth.

An E9 cyclops does not need awe to expand turn 2. Try it before you claim it doesn't work.

I have tried it - many times. Teach your mom to suck eggs =P.
There are a *lot* of indies that will gank a cyclops. Ichies, bandits, crossbows, cav, nightmares, awakened vines, air masters, mandragora.... to name a few.

Almost all of which you'll see coming. (The small numbers of crossbows or HC that occasionally avoid showing up in scout reports won't end you). And most of which are rare. Are there even crossbow indies in the EA? I mean, most awake SCs have things they can't handle, just don't attack those things.

And those air masters will end just about any standard expansion party or SC. So dying to them is kind of par for the course.

chrispedersen July 2nd, 2010 12:02 AM

Re: EA Arco - uncle moneybags
 
Sure squirrel. But not only do you get awe with dom9, you get much better hitpoints -and therefore MUCH lower chance of a crippling affliction which ends your usage as an SC.

Anyway, we agree he isn't worth the points.

Verji, I don't think in MP play people are going to allow you to get away with an imprisoned pretender. Arco tends to get jumped...

Squirrelloid July 2nd, 2010 01:05 AM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by chrispedersen (Post 750678)
Verji, I don't think in MP play people are going to allow you to get away with an imprisoned pretender. Arco tends to get jumped...

I honestly don't understand this emphasis on pretenders to defend against rushes. I defend rushes with national mages and troops all the time. Now, my EA Arco experience is pretty limited, but you have earth magic and good research, it can't possibly be that bad.

You know, i think i feel a general strategy post coming on...

rdonj July 2nd, 2010 04:44 AM

Re: EA Arco - uncle moneybags
 
[quote=Baalz;750648]
Quote:

Originally Posted by rdonj (Post 750639)
Quote:

Originally Posted by aaminoff (Post 750616)
Skelly spam *will* eat oreiads alive, though. They will never be able to kill all the skeletons, so they'll never kill the death mage. At best this means a rout.

Nah, you can eat them up just fine if you're prepared for it.

Option 1: vine shield + fire brand + thug gear/script and you can chew through skellies all day long until the enemy mage passes out. You just can't count on your awe obviously.

Option 2: Earth boots/random. Summon earth elemental. That's a 1 gem (2 gems if your mage is level 2E) earth attack that'll squishify a fairly arbitrary amount of skellies.

Option 3: No equipment summon air elemental. This one is a bit riskier but can certainly be plenty effective depending on who you're attacking.

Option 4: (depending on your opponent) use some blockers then spells that don't effect undead. Swarm, poison cloud, poison cloud. By the time the undead

Oops. I should have said: "Skelly spam *will* eat oreiads set to cast spells alive...". The elaboration doesn't hurt though.

Stavis_L July 2nd, 2010 08:12 AM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by Baalz (Post 750648)

Option 4: (depending on your opponent) use some blockers then spells that don't effect undead. Swarm, poison cloud, poison cloud. By the time the undead

... by the time the undead what?!?

Oh no! It seems Baalz got eaten by a horde of zombies!

:p

Verjigorm July 2nd, 2010 08:36 AM

Re: EA Arco - uncle moneybags
 
I think they can take a rush provided you don't take the standard, Sloth-3 and can actually build a good group of troops. The Sphinx I suggested above still has Sloth, but that could be exchanged out especially since I took that extra gravy point of Astral magic and I didn't touch Misfortune. Mis-2 could be exchanged for the Sloth-2 for respectable troop production.

EA Arco has some very nice units. The only reason they are ever subpar in early game is because of the Sloth scale. 17-prot Myrmidons, Flying Cavalry, Trampling Chariots? Come on... They can defend themselves.

rdonj July 3rd, 2010 03:06 AM

Re: EA Arco - uncle moneybags
 
Mm... myrmidons are a bit iffy. Their insane encumbrance value makes them tricky to use effectively other than as pure arrow catchers. The flying cavalry looks awesome on paper, but it is also tricky to use effectively, because of the way flyers seperate from each other and build up fatigue super fast. But I have only ever used them against the AI. Against a human, definitely they would be much better.

The archer chariots are pretty good though. And peltasts can be surprisingly effective.

chrispedersen July 3rd, 2010 03:11 AM

Re: EA Arco - uncle moneybags
 
slingers for glamour
chariot archers for (almost)everything else.

You know, it seems to me, if you're flying you shouldn't' be trampled.

Verjigorm July 3rd, 2010 03:53 AM

Re: EA Arco - uncle moneybags
 
Well, I tend to use a diversified army...

Icarids are excellent anti-archer and can be quite effective against infantry as well provided you outnumber them because in large numbers, they tend to flank opponents which, for a group of archers, results in a very, very quick death.

As for the flying cavalry, if you don't have a large number of them, for some odd reason the AI tends to spread them out and you get 1 vs. 27....

Mightypeon September 25th, 2011 04:36 PM

Re: EA Arco - uncle moneybags
 
Some points I would like to review:

Under current CBM, a number of pretenders work differently, are costed differently and have slightly different synergies, even though the rough approach is still the same.

Imho, Awake Pseudo SC to kickstart expansion with a minor bless, sloth 3 and ok scales still works nice, but I would like to offer the following thoughts:
Acrosephale has access to Heretics, and, with Sloth 3, still good early research under a moderate drain scale.
Given that Drain 2 instead of Magic 1 saves a lot of points, and can be partly mitigated. Basically, one is getting 120 design points but pays significantly less in opportunity (compared to nations without heretics) for it. It can be very worthwhile to invest those in either even better scales or in an improved Pretender chassis.
Likewise, Acrosephale is quite good at mitigating Death (Healers) or Misfortune (Barbs) too, although it is not neccesarly wise to take both of them together.
In my opinion, the Forge Lord is a quite good choice for this.
In CBM, Forge Lords and White Bulls have the same base cost, but a Forge Lord needs Awe for early expanion. With the Forge Lord itself, there are a number of choices apart from E4 for the obvious bless.
Fire 4 would open Fire quite nicely, and gives a "usefull" bless to your both Oreiads and the Sacred Cavalry, although imho an N bless is neccesary for Oreiad thugging.
Some points in Astral can get very cheap access to Rings of Sorcery/Wizardy /Scullcaps etc. One could also go for 4 points of nature, even though that can get expensive.
I think that either Astral or Air are needed, since Air allows a First turn Midget Masher and Astral allows a First turn enchanted pike. The Repel from the Pike backed by Awe allows the Forge Lord to deal with non scary indies. Although the Midget Masher (+ Air Shield from the Air pick) is better in the short term. Choosing this kind of Forge Lord is not advisable under more than 5 independent Strength, as what he can solo (be aware of Wolf Tribe Warriors in addition to other early game nasty indeps) drastically depends on the indep power. However, one should not hesitate to simply back him up with some Mercs (EA Acro should have a crapton of money, we are still only recruiting Philospohers for most of year 1) or some supporting troops.

PriestyMan September 25th, 2011 11:30 PM

Re: EA Arco - uncle moneybags
 
Quote:

Likewise, Acrosephale is quite good at mitigating Death (Healers)
healers dont heal old age afflictions btw

Mightypeon September 26th, 2011 01:24 PM

Re: EA Arco - uncle moneybags
 
Source?

Anaconda September 26th, 2011 01:30 PM

Re: EA Arco - uncle moneybags
 
....and, when they dont, if you manage to lower your hero's age, will them healers be able to get rid of the old age afflictions if hero's current age is under the treshold of beginning of old age?

PriestyMan September 26th, 2011 01:44 PM

Re: EA Arco - uncle moneybags
 
source is by playing the game. try it dude. and to anaconda: no

Scaramuccia September 26th, 2011 02:01 PM

Re: EA Arco - uncle moneybags
 
I've tried the prod EA arco in SP oracle s6 + great scales (you could have omfg scales with it). It looked really good. You start to mass oreiads earlier and have great troops. Should give this build a try in MP.

Immaculate September 26th, 2011 02:08 PM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by Mightypeon (Post 784417)
Given that Drain 2 instead of Magic 1 saves a lot of points, and can be partly mitigated. Basically, one is getting 120 design points but pays significantly less in opportunity (compared to nations without heretics) for it. It can be very worthwhile to invest those in either even better scales or in an improved Pretender chassis.

Huh? whats that with the first part there? Is this a change i am unaware of?

PriestyMan September 26th, 2011 02:18 PM

Re: EA Arco - uncle moneybags
 
He means that it cost 40 points to have magic 1, but you gain 80 points by taking Drain 2.

JonBrave September 26th, 2011 03:52 PM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by PriestyMan (Post 784487)
source is by playing the game. try it dude.

Don't wikipedia rules apply for posts here? ;)

Deathblob September 26th, 2011 06:14 PM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by JonBrave (Post 784503)
Quote:

Originally Posted by PriestyMan (Post 784487)
source is by playing the game. try it dude.

Don't wikipedia rules apply for posts here? ;)

What's a wikipedia rule?

Anyway, clarification needed:

Healers can't heal afflictions on units with old age. The game doesn't track where the afflictions came from. They just check: are you trying to heal a unit with old age? Well, then you are out of luck. Chalice/GoH works, of course. And if you make the unit not-old any more (N path boost/B spell/TC spell) a healer can heal its afflictions.

Colonial September 27th, 2011 07:29 PM

Re: EA Arco - uncle moneybags
 
Quote:

Originally Posted by Deathblob (Post 784522)

Healers can't heal afflictions on units with old age. The game doesn't track where the afflictions came from. They just check: are you trying to heal a unit with old age? Well, then you are out of luck. Chalice/GoH works, of course. And if you make the unit not-old any more (N path boost/B spell/TC spell) a healer can heal its afflictions.

Oh. Ya learn something new every day. < runs to change multiplayer file >

That does actually match my results...

legowarrior May 15th, 2012 11:42 AM

Re: EA Arco - uncle moneybags
 
So, weird to resurrect such an old thread, but with CBM making sloth harder to take, is Bazz's original strategy still viable?

Immaculate May 15th, 2012 12:59 PM

Re: EA Arco - uncle moneybags
 
I recently wrote this is the Shared AAR experience thread (link).


Quote:

Originally Posted by Immaculate (Post 804330)
So, by this point I had tested some other arco builds, being very dissastified with the rate of expansion. I conclude that the sloth build for arco may have been viable in earlier version of the game but that the rate of income modification from the production scale is too great and impoverishes the player. Also, it greatly limits he rate of initial growth by limiting the number of troops one can hire. The strength is supposed to be that you save money by researching with philosophers instead of oreids or mystics but I would counter that with a production build you will make a lot more money because you will control way more provinces. The other end of this is that philosophers are old and you lose the research edge with nothing to show for it but dead philosophers; they cannot cast spells. If you choose to do your early research with mystics or oreids, then you can use them in battle… and you don’t lose them to old age.

All in all, I am very dissatisfied with my build but then again, I knew that it would be difficult to expand without an awake pretender and decided to proceed with it anyway. That was a mistake. If I were to do a sloth build again I would have taken an awake pretender. But more importantly, I would have taken a production build. I would be glad to hear someone argue the opposite point but that’s how I felt at this point in the game… and still do.


legowarrior May 15th, 2012 02:19 PM

Re: EA Arco - uncle moneybags
 
Thanks. Maybe if philosophers weren't capital only, there would be more interesting.... ah well.

Immaculate May 15th, 2012 02:35 PM

Re: EA Arco - uncle moneybags
 
Maybe it works with an awake pretender- like baalz said. I skipped that part and paid the price but maybe if i had followed the guide more closely...


That said, i feel the chariot archers are much stronger than the Pegasus, even with a bless- possibly not against giants but against anything they can trample, they are a stronger option. If i had to redo my arco build, i would take production 3 and expand with chariot archers and i feel i would be in a better position vis-a-vis the mid-game.


All times are GMT -4. The time now is 10:25 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.