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-   -   Kailasa guide (http://forum.shrapnelgames.com/showthread.php?t=42411)

Hadrian_II April 10th, 2010 02:21 PM

Re: Kailasa guide
 
Quote:

Originally Posted by militarist (Post 739877)
The main strength of Kailasa, is mages, and everything is quite obvius what can be done with them. The second strength is sacreds, which are not easy to use if you are not using strong bless. And if you are using strong bless, it benefits mostly in the early game.

Mages? Kailasas mages are nothing special, and they are surely not the main strength of it. Kailasa lives from its sacreds wich have enormous offensive power.

Quote:

Originally Posted by militarist (Post 739877)
The goal why I've started to think about Kailasa - is to find a way to use these sacreds properly, underlining their strengths (and their only unique strength is awe), rather then adding one more direction.

The unique strength of kailasas sacreds is not that they have awe (which is nice of course), but that you can cast celestial music on them (battlefield wide quickness for all kailasa sacreds) with that spell cast, they can wear every enemy down quickly, and that is what kailasa is about. Also you can summon nice thugs with the kinnaras and later with the rudras you also get artillery mages/SCs.

Fun spells after celestial music are iron bane for offence and arrow fend (for defence, if you did not take an air bless).

Quote:

Originally Posted by militarist (Post 739877)
The question is if something can be done to increase AWE effect by using synergistic spells enough to make an affective strategy if it.

The target of the game is not to awe your enemies, but to kill them.:D

Alpine Joe April 10th, 2010 05:23 PM

Re: Kailasa guide
 
Quote:

Originally Posted by militarist (Post 739888)
You can use BF as a rainbow - for example A4F4B4 .. even E4 can be added..will give a superbloodhunter with possibility to cloud trapese/ wind guiding/ flame arrows. 40 points for a new path is not a rainbow price ,but still is much less then many others. I don't know if unit landed by CT takes part in the same battle as the army which enters a province by move.

The fountain can teleport but cannot cloud trapeze.


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