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Re: Super-Combatants
tyr an ettin mandragora with this set-up: blood thorn, hell sword,skull cap, horror helm, flying boots, hydra skin armour and pendant of luck. or just a ton of bane lords with blood thorn+vine shield+pendant of luck (is there a misc for air shield, i thought there was. if there is add it in) hes amzing at killing chaff (i was playing ulm with sucky scales and an uber rainbow mage so i had forge of the ancients+hammer of the forge lord+empowered smiths to forge it all)i used him along with a few golems who were having some fun (etheral lucky astral shielded golems) things with gate cleavers.
but if you really have to clear alot of chaff then: high health/prot SC with: blood thorn and vine shield (replace thorn with high def item in CB mod) skull cap, hydra skin, flying boots, stone bird, warrior pearl thing. works well with a golem for: self buffs (mentioned previously) regeneration, flying, high magic resistance, hard to hit/kill, entangleing attackers AND stone bird attacks (ive also got a crone, wished for power and gave her loads of miscs and slaughtered every1) |
Re: Super-Combatants
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Re: Super-Combatants
fine hten, use simple objects and commanders AND powerful objects and commanders. happy?
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Re: Super-Combatants
I have to agree with both shovah and vicious love. Although by the end game the really expensive artifacts and wished for chassis are worth (or rather you might as well sdpend the gems on SOMETHING) it i thnk shovah has come up with an excellent compromise between the six banes with rings of regen and pendants of luck and a tooled up natarajya with every artifact you can find.
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Re: Super-Combatants
Okay... you can use both. I do. I'm pretty sure the weak units do better. By the way Frostmourne, your post awhile back has twnty somethink parenthesese in it. Just fyi.
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Re: Super-Combatants
but the thing is its always quite possible to stop the weaker units weras its much harder to stop bigger ones (yes i know things like paralyze will kill them) ive personally found that F9 + W9/N9 blessed hydras do excellent vrs those weaker targets with 9 S18 or so flaming attacks with poison PER HYDRA wheras the tooled up combatants can just fly in and own them (still takes damage though)
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Re: Super-Combatants
With those blessings, almost anything sacred does wonders. Flagellants with F9S9 deal out lots of damage, and usually last for three or more hits/arrows, F9W9 Wardens of Avalon are very good combatants, etc.
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Re: Super-Combatants
F9 A7-9 works better for flagellants and i agree with the warden bit (although e9 w9 is fun)
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Re: Super-Combatants
If an assassin and target can't kill one another, what happens? Does Assassin or target retreat?
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Re: Super-Combatants
The assassin is always the attacker. Like any attacker he'll auto-rout on round 50 and auto-die on turn 100.
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