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equipment configurations for supercombatants (SCs)
What are people using for equipment configurations for their Supercombatants (SCs)?
For both middle and then late game configs. |
Re: equipment configurations for supercombatants (SCs)
I do not really change my SCs equipment depending on
the game's stage. I usually have them equiped with a life draining weapon (wraith sword/blood thorn), a quickness item (boots or jade armour), an amulet of luck. Depending on whether my opponent is likely to use troops, elemental attacks or mind affecting spells, I use the remaining slots for respectively defense+protection, immunity or magic resistance items. In the few games that I have played 'till a very late stage, I was equiping my Sc-du-jour with the following: blood thorn fire shield (the 5F5E one) starshine cap (for the anti-magic) jade armour flying boots amulet of anti-magic pendant of luck Of course, if for some reason the Sc's strength is not overwhelming, or my blood income is low, they would be using wraith swords. When they are natural fliers with feet, I would give them boots of quickness and a decent armour - CoD, RoI, or whatever my spare gems allow. |
Re: equipment configurations for supercombatants (SCs)
well, correct me if wrong, but IIRC starshine cap gives you +1 astral, is not a bad idea because of astral dueling? a 1S will lose almost every time he duels...or this +1 don't add if he has no astral base?
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Re: equipment configurations for supercombatants (SCs)
To slightly hijack the thread - how do you equip SCs for fighting against undead powers?
I try to get 0 enc or reinvigoration about double my enc. Plus damaging shields - charcoal frex. Otherwise its the usual luck pendant/MR item, Jade armour, flying boots, cheap sword, maybe a hat. Pickles |
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Two patches ago, I discovered that not only do heroic quickness and vanilla quickness stack, they multiply. Meaning a commander with 200% heroic quickness and Boots of Quickness doesn't get 2 extra actions for heroism and one for footwear, he gets (1+2 for heroism)*(2 for footwear).
I'm not sure whether this holds true for the latest Version, nor whether such a speed demon would be half as effective in MP as in SP, but I've found that equipment schemes which capitalze on this can make for some truly devastating anti-AI SCs. My favorite combo is more stylish than effective: Two daggers(Or Swords of Swiftness, if ambidextrous enough), Chi Boots, an Astral Serpent, that hovering trident thingie, and a Horned Helmet. With 200% quickness, that's THIRTY-SIX attacks per turn, or FOURTY-EIGHT with dual Swords of Swiftness. Blindingly awesome as this sounds, I doubt it'd make a viable MP strategy. However, even in MP, I don't think tactical flight is at all necessary for this sort of SC, unless his base tactical movement is so slow that he cannot flank the enemy in a single turn. If you plan on just sending him right into the enemy's biggest stack of troops, or have some other means of moving him around the strategic map, you can safely free up that foot slot. This gives you plenty of options. While Chi Boots would most definitely give you the most bang for your buck, I imagine Boots of Stone would give you more bang, buck nonwithstanding, as would Boots of Quickness, which would allow you to replace your Jade Armor with either a Rime Hauberk, Bone Armor or, if you really LIKE your quickened SC, Fenris' Pelt or the Armor of Virtue. As for hand slots, a shield seems like a bad choice as, except in the case of missile fire, a good offense is much, much more effective than a good defense. At least when you have six or so turns per round. Imagine one of these bastards with dual Duskdaggers, or a Sword of Swiftness in one hand, a Duskdagger in the other. I could go on, but I realize I've probably been wasting much too much time describing equipment schemes for a highly specialized SC which may not even exist as of the Last patch, if not the one before. I suppose I'm just so fond of the little whirlwhinds, and I've never actually seen the quickness*quickness combo mentioned as a recipe for a viable SC before. |
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a wished nataraja can get heroic abilities because she is no real god right ? so wish for a bunch of natarajs and in sp you should still be able to bring them in the HoF http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Well, more than against undead think against Lifeless, like AE Ermor (but usually ppl play SG), or if you know the enemy is going to summon mass of skellies you can go for Flambeau (as someone told) or Demon Whip, or every weapon that could do a small area damage.
But you need to replace 2 items with a renvigoration item and a regenerative item, or they'll risk to get killed in the long stand since they can't exploit the draining life weapon. |
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Someone upload a savegame file if you manage to do this! |
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since wished natarajas should be no gods it should be very possible to have some fully equipped natarajas on turn 50-70 in sp when playing atlantis and you hoard severe clams http://forum.shrapnelgames.com/images/smilies/happy.gif. |
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sorry couldn't resist http://forum.shrapnelgames.com/image...ies/tongue.gif |
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- Kel |
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for instance, a favorite pretender scheme would involve a pretender with: A drain life weapon, Blood Thorn if possible because its one handed. Charcol shield, For the intrinsic fireshield, the prot and def bonus doesnt hurt, but a fireshield is great for taking out chaff. Starshine Skullcap, For the MR. MR = Good. Very good. Jade armor/ Hydra Skin, If i need Quickness then go with the Jade Armor, if i need poison resist or regen then go with the hydra skin. I like regen, not for the HP so much as the reduced chance to get an affliction. Flying boots for mobility/ boots of quickness for quickness Amulet of Luck, Antimagic Amulet Both are cheap and effective. The spells i like to cast, which are almost all defensive in nature: Quickness Breath of Winter Mirror Image Air Shield Mistform Summon Earthpower (gives rejuve if your missing it) Invulnerability/ironskin Body Ethereal Luck Twist Fate Astral Shield Fire Shield Soul vortex My favorite combination on an SC pretender would be something like 4-6 air, 2 water, 2-3 earth, thereby avoiding the vulnerability to magic duel, and capitalizing on the number of mirror images. I currently have a game going where i have about 10 niefel jarls running around with a N9 blessing and a standard loadout of Wraith Sword Possibly flying boots Antie Magic Amulet Lucky Pendant They are all set to cast quickness, bless, breath o winter, and while i've lost a couple (stupidly tried to retake a manikin province with only SC's) They have steamrolled over all other indeps and i have yet to see an affliction pop up on a single one. This is on Faerun btw, so i already have a goodly number of provinces. |
Re: equipment configurations for supercombatants (SCs)
[general]nice new forum http://forum.shrapnelgames.com/images/smilies/laugh.gif bad that i lost my old email & login though http://forum.shrapnelgames.com/images/icons/icon9.gif
[on topic] endgame favourite sc's configs are usually some kind of blood mage for me with atleast 1 bloodmagic and 2 fire magic. equipped with hydra armor(10N), boots of reinvigoration(5N) 4 reinv, heart of life(20B)10 reinv, amulet of resilience(10N)5 reinv, scultuva vsomething(?A?E), demon whip(5F5B) first spell is phoenix pyre then blood vengeance if you have researched blood 9 and has bloodslaves on itbut it isn't necessary. then watch it defeat every army sent against it until it has so many afflictions it can't move almost. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: equipment configurations for supercombatants (SCs)
Hmm.. would this work:
A3 mage equipped with a Staff of Storms, Ring of Tamed Lightning, and Sandals of the Crane, and have it cast Wrathful Skies while it skips across the battlefield avoiding enemies? never tried the Sandals, but by their description, it sounds like it would be the ideal use with Wrathful Skies (since the point is to keep the battle going until the enemy is rooted or death) |
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but he doesnt need to cast storm bec he said the guy would have a staff of storms equipped
im curious how good lex's idea would play out in a battle |
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Does it work only in close combat or even for ranged attacks ? And for hooves (one more attack for cavalry) ? TIA |
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i personally think the misc spot is more important for e.g. burning pearl for +att + fire resistence and the amulet of antimagic . my favourite quite cheap allrounder equipment is : blood thorn + lucky coin , starshine skullcap , copper plate , boots of quickness , burning pearl + amulet of antimagic . for nonflying units with water magic i replace the boots of quickness with flying boots like with icedevils / nievel jarls . all in all those scs which have already flying + either fire or lighning resistence are extremely good like the arch devils and the airqueens or pretenders like virtue . unfortunately airqueens have no footslot . really hard though to find a favourite http://forum.shrapnelgames.com/images/smilies/happy.gif i like airqueens , the arch demons , tartarians , the ice devils and the arch devils especially as highend scs http://forum.shrapnelgames.com/images/smilies/happy.gif but i have no real favourite |
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A Red Dragon has only 11 def for exemple, so a puny werewolf with an astral serpent could perfectly make 3 hits in the first round, making 6 base damage... + 90 poison damage in the next 10 rounds (of course, the werewolf will probably not survive long, but he could kill a god !). Okay, I know, regeneration and poison protection is quite common for SC, but still, I had never realized how useful this item could be... in a given situation. Cheers |
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