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Re: Please Help Me Tune My Man
Reading through the previous Posts, I'm very thankful for Alex's (astral-based) research path- it shows me what I'm supposed to be aiming for. Does anybody have any research paths to maximise the use of Nature? Haunted Forest is a great long-term goal but I don't know what to look for early on (except Thaum-2 Haruspex).
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Re: Please Help Me Tune My Man
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While I understand the value of positive dominion scales and put them to good use in Dom1 I like the bless effects because: a) They are new b) They create intersting combo's/synergy c) Patching luck/misfortune, order/turmoil, may be fairly devestating for serious bless effect races so it may be now of never. Of course it may open new possibilities but Illwinter tend to make strong things weaker based on the changes from Dom1 to Dom2. The reason I haven't looked at Battle Vestals or Heart Companions is quite simple - I don't play Arco or Pythium as they are overpowered (race balence?). While I joined Dom1 late I am a very experianced MP/PBEM player so I stick to lesser lights and leave the glamour boys for others. Having said that 1 strat move sacred troops which you can only build in your capital (ie Heart Companions) are only worth "bless effecting" so much as you can't base your game plan around them without suffering berserk snail syndrome. You are right that there are still numerous sacred troops to try and make something out - go for it. cheers Keir |
Re: Please Help Me Tune My Man
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Alteration 3 : "Protection" - better armor for your troops Conjuration 1 : "Tangle Vine" - good supporting spell for Bard Thaumaturgy 2 : "Haruspex" - you've mentioned it Conjuration 3 : "Call of the Wild" Enchantment 2 " "Personal Regeneration" - good for Super-Combatant Conjuration 5 : "Awaken Sleeper" Construction 4 : for "Vine Shield" and "Ring of Regeneration" Thaumaturgy 4 : "Gift of Reason" - could be very powerful Conjuration 6 : "Contact Lamia Queen" Some additional nice goodies: Enchantment 4 : "Poison Ward" Enchantment 5 : "Foul Vapor" - a standard combo for Man, "Gift of Health" Enchantment 6 : "Faery Trod", "Relief" There are a few new, basic attack spell in the Evocation school. I haven't tried them yet. While playing Man, also pay attention to Air. Try to reasearch for levels that give you good spells in both. |
Re: Please Help Me Tune My Man
Might as well add my priorities for nature research:
Alt. 6 - Mass Protection costs a gem, but everyone gets barkskin - great for turning medium armour units into high-armour units Conj. 4 - Strength of Gaia Conj. 5 - Howl Strength of Gaia gives side benefits as well as increasing your nature power, and howl is a nice way to harass casters since you can't target them anymore Ench. 4 - Haste Ench. 6 - Relief Haste is nice if you're fighting an enemy big on missile weapons Thaum. 5 - Growing Fury Thaum. 7 - Charm Growing Fury makes your guys go berserk, which means they won't rout. This is good http://forum.shrapnelgames.com/images/icons/icon7.gif Charm is high-level, and short range, but otherwise good news Construction (in general) Everybody likes construction - specifically for treelord's staff or thistle mace to boost power, and if you have air various anti-missile items. Re-invigoration items are always nice too. I don't much go for evocation, unless I'm making a poison-resistant army - which takes a lot of gems for summoning, and isn't always compatible with your regular army. just my 2 cents |
Re: Please Help Me Tune My Man
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"Charm" is nice but wasn't really practical In most cases, it's easier to kill an enemy than to defeat his/her MR. Also, anything beyond Level 6 is usually too late in the game to give a rule - you don't really know whehter you want to focus on Nature and you might have priority in some other paths. "Evocation" is important for Man (Air), at least for the "Orb Lightning" or "Wrathful Sky". |
Re: Please Help Me Tune My Man
>I've forgotten "Mass Protection".
I find it's only really useful when you have a mass of very low protection troops (like maenads). If your army already has good armor the boost is almost nothing. >"Haste" is new in Dom 2 - I think, I haven't checked it out yet. Needs a gem and has high fatigue cost. I don't see it as a spell I will race for. >I have mixed feeling on "Growing Fury". I haven't Lasted long enough as Man in MP to check out how useful it is yet. Absolutely awesome spell. It fixes all morale problems in one spell. Love it. >"Charm" is nice but wasn't really practical In most cases, it's easier to kill an enemy than to defeat his/her MR. Also, anything beyond Level 6 is usually too late in the game to give a rule - you don't really know whehter you want to focus on Nature and you might have priority in some other paths. I have found Charm worth racing for. Against conventional troops you get a lot of value by converting an enemy troop. Your enemy loses one. You gain one. Plus the one gained is in the enemy line and causes a bottleneck. A bunch of Charmed can really jam up an enemy army and save wear and tear on you own troops. Against non conventional forces Charm is super potent. Grabbing an enemy Hydra, Elephant, Giant, Commander with items... can easily alter a battle, and better yet can get you excellent troops for free (if they survive). Keep in mind that Charm gains synergy with mass use. When I use it, I almost always have many mages casting. Usually no less that ten. Casting ten charms a round, round after round, and you can often end battles with more troops than you started with. Nature magic has many useful spells, but Charm, Growing Fury, and Relief, are the ones that get "great" results on the battlefield (in my experience). Sleep and Poison clouds almost make the grade, but are somewhat situational. On some occasions ordinary "Sleep" can be used to good effect, although in most cases it gets replaced by charm once the research is done. |
Re: Please Help Me Tune My Man
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Thats why I like rushing for hellbind heart if Im using blood. 2-blood magics and get someone to switch sides. I especially like it with assassins (the commander attacks his province), and used with snatching spells with a bunch of blood mages waiting at a lab. |
Re: Please Help Me Tune My Man
Charm seems like it would be most effective versus the quality-troop nations, i.e. Abysia, Jotunheim, and maybe Ulm. Well, maybe I'm just thinking Ulm because of their low MR. After having read this thread, I can certainly see adjusting my on-the-fly strategy to take advantage of this spell if I find myself neighboring one of these nations.
Hellbind Heart also sounds great, but for Man would require branching into blood. Is it more effective than Charm, or is it just the lower research cost and the fact that it requires easy-to-harvest slaves? |
Re: Please Help Me Tune My Man
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Even Ulm benefits. Protection-18 Ulm HI goes to 24, a +6 bonus, as opposed to the +3 bonus from Legions of Steel. Or in addition, if you prefer http://forum.shrapnelgames.com/images/icons/icon10.gif -Cherry |
Re: Please Help Me Tune My Man
If memory serves, Mass Protection = Mass Barkskin, and Barkskin only gives a single +1 PROT once above a certain threshold.
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