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Re: Best - worse magic paths
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Those vine ogres have two fist attacks and a protection of 5, so they cause themselves 11 damage each turn they attack, and the bane lord causes 34 damage per turn. Over the course of the battle, the bane lord will kill 25 vine ogres by himself. The charcoal shield takes five turns to kill one, but since up to 16 will surround the bane lord, you can expect him to kill up to a maximum of about 160 vine ogres given optimum placing. I've seen what fireshield does to vine ogres. On a dragon that's currently at F7 the shield killed 50 vine ogres well before the 50 turn limit. I also know from first hand experience that sea trolls, which are better meat shields than vine ogres will die to a similarly equipped ice devil. Vine ogres were one of the few early research summons that had actual use, despite their expense, throughout the game, which is hardly a bad thing. |
Re: Best - worse magic paths
Mass protection and/or regen make vine ogres alot more survivable and weapons of sharpness (would it work even though they only have fists?) could make them deadly if they hit.
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Re: Best - worse magic paths
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Re: Best - worse magic paths
You could always play an earth heavy nation and take nature on your pretender (he could then summon vine kings to summon vine ogres and lead them)
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Re: Best - worse magic paths
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On the same note not every nation can acquire the undead archers easily. |
Re: Best - worse magic paths
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Re: Best - worse magic paths
Talking of lamia queens...
What is their bonus to cast lamias? +1? +2? more? Some EA pans may have N5... |
Re: Best - worse magic paths
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