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Re: I suck with Pythium ... please help!
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Re: I suck with Pythium ... please help!
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Re: I suck with Pythium ... please help!
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So getting back to Pythium what spells do people like to use with their pumped up casters? Here are some that I have used in normal combats with success: Soul Slay -- effective Enslave mind -- even more effective Thunder Strike -- shockingly effective! Falling Frost -- not quite as excellent as thunder strike Stellar Cascades -- effective, but I feel lame scripting a spell when my caster is S5. Orb Lighting -- very powerful but very short ranged. Have not figured out how to use it effectivly. If anyone knows please tell me. Are there any others that cost no gems that can be cast by a A4W4S5 or A5W5S6? Anything I am overlooking? |
Re: I suck with Pythium ... please help!
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Re: I suck with Pythium ... please help!
false horrors and those who overuse them suck
someone really abusing false horrors should quickly be eliminated by any and all neighbours, irrespective of any previous diplomatic agreements, IMO. |
Re: I suck with Pythium ... please help!
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Re: I suck with Pythium ... please help!
yeah 3 is a good choice
my suggestion was A2 and 20 fat which is pretty similar zen's suggesion was A2 and 25 fat I think truper wanted them to be A6 and 100 fatigue or something... http://forum.shrapnelgames.com/images/smilies/wink.gif though really the worst offender by far is Caelum, so I get around that just by banning their feathery little asses ;p |
Re: I suck with Pythium ... please help!
Heh - a guy needs a chance to rave once in a while http://forum.shrapnelgames.com/images/smilies/happy.gif I think I may have mentioned 100 fatigue, but the A6 is an exaggeration http://forum.shrapnelgames.com/images/smilies/wink.gif
The problem as it stands now is that quickened Seraphs can cast 2 False Horrors per round until they pass out - and they can do it for somewhere around 12 rounds (exact calculations are hard, since I don't have a formula for the fatigue reduction of magic dominions, which are common - and also because after the scripts run out, the Seraph will mix in the occasional Phantasmal Warrior or a spell like Charge Body). Then when they *do* finally exhaust themselves, they wake after a one or two rounds, and spam another 2 horrors. It wouldn't be that great a problem, if one had any way to get things to attack mages, but in my experience, no matter what you have on attack rear, those things will prefer to attack anything *but* mages, no matter how relatively harmless the things they're attacking. There are things which will defeat a horror-spam, but those things are much more expensive than a Seraph and his 5 archers scattered about the field, in one way or another. Adding insult to injury is the way a Caelum Horrifying Horrors strategy hangs together. To get horrors, you need to research alteration. Alteration is the primary path requirement for the all-too-common Quickness/Mistform/Mirror-Image/Invulnerability SC pretender - which Caelum can afford better than most nations. My considered suggestion, as opposed to my bitter, raving, pulling-my-hair-out I've-been-spammed-again sarcastic suggestion, is that the path should be left at A1, so that False Horrors would still be available to say Vanherses or mages with a random in air, but that the fatigue should be raised to 30. |
Re: I suck with Pythium ... please help!
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That's also why I'm not a huge fan of the fatigue cost increase since you could still do it x4. I kind of the A3 requirement. Of course Caelum could still do it then and it would only be 75% more expensive. Perhaps A3 and more fatigue. |
Re: I suck with Pythium ... please help!
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For your amusement: False Horror <font class="small">Code:</font><hr /><pre> Lvl of Air Base Fat w/Storm Power Casts to 100 (4Enc) Base Spell 10 5 20 Truper (1Air) 30 15 5.26 Archae (1Air) -- 20 4.16 Zen (1Air) -- 30 2.94 Truper (2Air) 15 10 10 Archae (2Air) 20 10 10 Zen (2Air) 25 12.5 8 Truper (3Air) 10 7.5 8.69 Archae (3Air) 10 7.5 8.69 Zen (3Air) 12.5 8.3 8.1</pre><hr /> Compare with: Raise Skeletons <font class="small">Code:</font><hr /><pre> Death Base Fatigue Casts to 100 (4 Enc) 2 40 2.27 3 20 4.16 4 10 7.14</pre><hr /> Of course the # of effects is different, 5 -> 1. Yet it seems odd, that Air should have the ability to battlefield summon better than Death. While False Horrors have their weaknesses, so do Undead. The only other alternative is Elementals which are by and large gem unefficient because of poor AI. To those who cry "Your Kung-Fu is weak! Death also has a 1 Death summoning spell" I would remind you it's summon effect is 1, and it's fatigue is 30. Taking into account the differences in statistics of False Horrors, School, and ultimately Level of Spell (Alteration 6) it is not grossly overpowered, but I do not see your suggestion giving you any relief. In your example, even a level 1 (with storm power, and if you are being spammed then you are inextricably having a Staff of Storms used against you) It takes 4 turns of unconsiousness before being able to churn out another. Take into account a Magic 3 Enviroment (a 30% Reduction in Fatigue Cost), you suddenly are in very much the same predicament, with all those charming level 1 Air casters (Harab Seraphs?) as you were before. Also Air already has a very decent 1Air spell in Orb Lightning, why do they need another? I have yet to see any other school of magic have such versatility with such cheap mages, allowing even sages and randoms to produce terrifying results. If I had a choice between the 3 suggestions, I would choose either A.) Archae (if I wanted no real change other than requiring a Storm in place to cast the spell, and a slight fatigue bump. or B.) Zen's to drastically tone down the speed at which lower end Air Users can deliver False Horrors, but allow it to be a factor for high level air Users or perhaps communion. |
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