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-   -   usefulness of the high-end Construction summons? (http://forum.shrapnelgames.com/showthread.php?t=40871)

sum1lost October 14th, 2008 11:24 PM

Re: usefulness of the high-end Construction summons?
 
Quote:

Originally Posted by Epaminondas (Post 645727)
Quote:

Originally Posted by sansanjuan (Post 645677)
Quote:

Originally Posted by Tifone (Post 645357)
I'm not definitively an expert, quite the opposite, but I think a major point for the poison golems is that they require you the same Construction path you need to gear them. Ideally, I think you could go for a strategy (requiring a rainbow pretender of course) of aggressive remote site-searching with the spells (thaum 2, conj 2), some evoc or enchantment to keep you up, and then get to Construction 9 getting at one time the SCs and the artefacts to gear them up. You even get, on the way, to build Golems at Const7 and equip them of Const6 gear. Playing it nice you could start building Poison Golems equipped with artefacts around the time your enemy starts fielding medium summons with const-4 gear and alteration to buff them. Maybe a dream but it could be fast.

IIRC an equipped poison golem won the last SC to SC (ladder?) battle.
-SSJ

I find this quite shocking. How was that Poison Golem equipped?

Boots of quickness/staff of damned, with lifelong protection, if I remember right. Lifelongprotection is almost unfairly effective in duels, and several chassis had a lot of it.

Edratman October 15th, 2008 06:57 AM

Re: usefulness of the high-end Construction summons?
 
Quote:

Originally Posted by vfb (Post 645711)
Crushers have lower MR (12 vs 18), are missing the body slot, and GoR is expensive.

Dai Oni/Svartalfs/Bakemono Sorcs/Harab Elders can easily summon Poison Golems, and so can any D+E PoD or Lich etc.

I am not claiming that crushers are a great unit. I think crushers were the first 100+ HP unit I ever summoned and that put them in an elevated position in my lineup.

It does appear to be a somewhat common phenomenon among units and spells for many players.

Dedas October 15th, 2008 07:30 AM

Re: usefulness of the high-end Construction summons?
 
The Crusher is a great unit because:

*High HP and size draws arrows and magic
*High protection
*Poison resistant
*Inanimate
*Not extremely high MR means it will draw magic attacks
*Relatively low cost
*Comes early

If a nation has all that in a recruitable unit crushers are a waste of gems. Otherwise there is no reason not to use it. MA Ulm has great use of them for example.

Crevan October 15th, 2008 08:06 AM

Re: usefulness of the high-end Construction summons?
 
My choice:
1. Mechanical Men. Resistant to many spells, cheap, quite effective in mid-game
2. Iron Dragons. Flying, fast and brutal. Useful for "attack rear" and killing of enemy mages. Or trample enemy archers. Or (kind of fun) some of them with Gift of Reason can quickly capture provs, which left unprotected
3. Siege golems. Sometimes they are the only way to capture enemy castles (e.g. longplay vs MA Ulm "Defensive" - he will build his damn Castles everywhere, but with Siege Golems there`s no troubles)

Epaminondas October 15th, 2008 10:41 AM

Re: usefulness of the high-end Construction summons?
 
Quote:

Originally Posted by Dedas (Post 645796)
The Crusher is a great unit because:

*Not extremely high MR means it will draw magic attacks

So AI targets low MR units first when it does MR-checking attacks?

Baalz October 15th, 2008 11:32 AM

Re: usefulness of the high-end Construction summons?
 
Quote:

Originally Posted by Baalz (Post 645380)

2) Killing other SCs. Poison golems are O.K. at that to if you equip them propertly. My poison golem won the big SC challenge that was run awhile ago up against the best stuff everybody could build for an arena fight with 20 something entries I beleive. Boots of quickness and a standard of the damned, and they'll take down most things not custom built to fight them.

Yes, I placed the Poison Golem in the competition, maybe I didn't make it clear with this statement. The poison golem as a chasis wasn't irrelevant, it was ideal for the following reasons:

High base protection. This means it's unnecessary to buff base protection with stone boots, earth magic, etc. This means you can get boots of quickness and armor of souls - or something different if you prefer. Bottom line, with halfway decent armor he's got very good staying power - particularly if you're spamming drain life twice a round.

Banefire shield. This is something you can't otherwise get (well, other than the king of banefires), and has the huge benefit of being effective against fire immune units - imps specifically. Lifelong protections were indeed common in the SC challenge, but then again they're not exactly rare when fighting any blood nation. The banefire shield makes the standard of the damned an option for general use - how many guys can handle chaff control with no fire/frostbrand or shield?

Lifeless/mindless - makes him immune to many of the standard SC counters. If you equip him to give him elemental immunity towards whatever your opponent is likely to use it's pretty much down to running forward and whacking through the banefire shield at an extremely high protection guy who's spamming life drain (as in his HPs are shooting up every round). He's lethal towards SCs. He's lethal towards chaff. He's immune to everything the bad mages can cast (with a few exceptions, which your opponent certainly may not have access to).

No magic - doesn't seem like a benefit at first, but the point is he doesn't need to spend rounds self buffing. Critical for the SC competition, but certainly an important factor for general use as an anti-SC. A secondary consideration is you don't need to do any other reserach, you've got a solid SC with nothing but Cons-9 done.

All in all, look at what you get for the cost! He's maybe not the best unit in the game, but certainly cost effective if you use him properly...

HoneyBadger October 15th, 2008 04:07 PM

Re: usefulness of the high-end Construction summons?
 
I checked the manual, and clockwork horrors are listed as 0 Fatigue, so I don't see that they would actually build up fatigue...is there a separate effect?

Psycho October 15th, 2008 04:13 PM

Re: usefulness of the high-end Construction summons?
 
Yes, they have exhaustion 15

Epaminondas October 15th, 2008 04:23 PM

Re: usefulness of the high-end Construction summons?
 
Quote:

Originally Posted by HoneyBadger (Post 645910)
I checked the manual, and clockwork horrors are listed as 0 Fatigue, so I don't see that they would actually build up fatigue...is there a separate effect?

Exhaustion 15.

HoneyBadger October 15th, 2008 04:59 PM

Re: usefulness of the high-end Construction summons?
 
Oh that stinks. Hmmm I don't suppose there's a good spell, or modifiable spell effect, to cure that, is there?


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