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Kailasa
I've settled onto a chassis for my pretender in a game I am about to start for newbs. I'm trying out new things, but I don't want to give away to much. I have enough points to put 6 into any path.
I've got 6 Air, and 9 astral, but what should the third be? |
Re: Kailasa
With sacred mages, troops and summons I'd split the points and go with E4N4 rather than 6 in one path. This will give your sacred troops a net encumbrance of 0 and later you can cast relief when using your national quickening spell. And of course it's a nice bless for your thug summons. The one thing it isn't is something new - it's pretty much the most common bless around. And of course it doesn't do anything for your magic diversity.
Edit: whether you can change the level 6 bless into two 4s will depend on the pretender and their starting path cost. It looks like the oracle (assuming you're using that) will need some extra points in order to do so. Maybe reduce the A bless by one point? |
Re: Kailasa
I can do that with 5 Air yes. It's something to think about.
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Re: Kailasa
Not death or Earth 6?
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Re: Kailasa
Kailasa simply does not need death. Earth, nature, fire, astral, maybe water or air are great but death is not needed.
The death bless will not help the kind of army you have and you have so many awesome summons and so much astral magic that death is not needed for spells or summons. Mike |
Re: Kailasa
I don't understand why you would take astral for kailasa at all given how much astral they have anyway.
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Re: Kailasa
Sorry, i was just saying it is better than death for them, personally i would take earth, fire, nature. Maybe trade out the fire for water. But that is subjective.
Don't ever try top stop arrows with an air bless, it will not work. Only take air if there are spells or items you could use. |
Re: Kailasa
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Re: Kailasa
D6 is pretty extreme given how easy it is to boost death and you won't be able to compete with the big death powers anyway.
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Re: Kailasa
Yeah, the increased affliction bonus isn't a big enough selling point to me to make it worth putting many points into D. The main thing I like about it is the potential of the DE combo for hidden in sand. F access would be useful for forging and summoning. I can certainly understand wanting to try something different but I think it's worth running some tests to see just how much you're getting out of that A bless and if it might be better to put those points elsewhere. You have summons with A magic and later in the game you'll have access to the A3 devata that, with a booster (ring of wizardry or elemental staff most likely), can forge A boosters. What about reducing the A to 4 and then adding either a level 6 and level 4 bless or a two level 4s and another path at 3? You'd still be able to forge A boosters and, if combined with E, forge elemental staffs.
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