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-   -   equipment configurations for supercombatants (SCs) (http://forum.shrapnelgames.com/showthread.php?t=20381)

msew August 15th, 2004 10:00 PM

equipment configurations for supercombatants (SCs)
 
What are people using for equipment configurations for their Supercombatants (SCs)?

For both middle and then late game configs.

Tuidjy August 15th, 2004 10:40 PM

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.

Aracon August 16th, 2004 05:39 AM

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?

Arryn August 16th, 2004 05:52 AM

Re: equipment configurations for supercombatants (
 
Quote:

Aracon said:
this +1 don't add if he has no astral base?

Correct, it doesn't. You must already have at least 1 in the appropriate magic path for a path booster to grant a benefit. Otherwise, why would anyone ever empower when it'd be so much cheaper to just grant 1+ path via items? Thematically, you must already be a mage to use mage-specific items like that. You cannot hand a farmer a crystal ball and expect they'll suddenly become a trained diviner. [img]/threads/images/Graemlins/ooo.gif[/img]

Pickles August 16th, 2004 06:06 AM

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

magnate August 16th, 2004 06:56 AM

Re: equipment configurations for supercombatants (SCs)
 
Quote:

Pickles said:
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

If you've got enough fire gems and a 3F forger, stick a Flambeau on 'em. Eats undead pretty quick.

CC

Arryn August 16th, 2004 07:16 AM

Re: equipment configurations for supercombatants (
 
Quote:

Pickles said:
Jade armour, flying boots, cheap sword, maybe a hat.

Make sure the hat is a jester's cap, or at the very least a 10-gallon hat with a large peacock feather. There's nothing more amusing than killing your enemies with your fashion sense. http://forum.shrapnelgames.com/image...ies/tongue.gif

Boron August 16th, 2004 09:09 AM

Re: equipment configurations for supercombatants (
 
Quote:

Arryn said:
Quote:

Pickles said:
Jade armour, flying boots, cheap sword, maybe a hat.

Make sure the hat is a jester's cap, or at the very least a 10-gallon hat with a large peacock feather. There's nothing more amusing than killing your enemies with your fashion sense. http://forum.shrapnelgames.com/image...ies/tongue.gif

you can't kill undead http://forum.shrapnelgames.com/image...ies/tongue.gif

Vicious Love August 16th, 2004 09:11 AM

Re: equipment configurations for supercombatants (
 
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.

Boron August 16th, 2004 09:25 AM

Re: equipment configurations for supercombatants (
 
Quote:

Vicious Love said:
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.

a bit dreaming :
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

Arryn August 16th, 2004 09:31 AM

Re: equipment configurations for supercombatants (
 
Quote:

Boron said:
you can't kill undead http://forum.shrapnelgames.com/image...ies/tongue.gif

Be that way. Hmmph. You also cannot awe them, frighten them, seduce them (shucks, that might be real kinky), or blow their minds. OTOH, they never tire, hunger, thirst, lose patience, or argue with you. As such, they make great pets. And if they weren't cold, smelly, and dumb as a rock they might actually be useful replacements for husbands. http://forum.shrapnelgames.com/image...ies/tongue.gif

Agrajag August 16th, 2004 09:33 AM

Re: equipment configurations for supercombatants (
 
Quote:

Boron said:
Quote:

Arryn said:
Quote:

Pickles said:
Jade armour, flying boots, cheap sword, maybe a hat.

Make sure the hat is a jester's cap, or at the very least a 10-gallon hat with a large peacock feather. There's nothing more amusing than killing your enemies with your fashion sense. http://forum.shrapnelgames.com/image...ies/tongue.gif

you can't kill undead http://forum.shrapnelgames.com/image...ies/tongue.gif

And that's why in another game forum my nick was UndeadDontDie =P

Cohen August 16th, 2004 09:37 AM

Re: equipment configurations for supercombatants (
 
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.

deccan August 16th, 2004 09:39 AM

Re: equipment configurations for supercombatants (
 
Quote:

Boron said:
a bit dreaming :
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

[img]/threads/images/Graemlins/ooo.gif[/img]

Someone upload a savegame file if you manage to do this!

reverend August 16th, 2004 09:47 AM

Re: equipment configurations for supercombatants (
 
Quote:

Arryn said:
And if they weren't cold, smelly, and dumb as a rock they might actually be useful replacements for husbands. http://forum.shrapnelgames.com/image...ies/tongue.gif

Where's the difference? http://forum.shrapnelgames.com/image...ies/tongue.gif

Boron August 16th, 2004 09:52 AM

Re: equipment configurations for supercombatants (
 
Quote:

deccan said:
Quote:

Boron said:
a bit dreaming :
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

[img]/threads/images/Graemlins/ooo.gif[/img]

Someone upload a savegame file if you manage to do this!

well i don't play much sp anymore but in sp you should be able to wish at turn 50-70 . in my Last sp game which i have saved as abysia but don't continue on turn 53 100 exp is enough to come in the HoF .

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.

Boron August 16th, 2004 09:55 AM

Re: equipment configurations for supercombatants (
 
Quote:

reverend said:
Quote:

Arryn said:
And if they weren't cold, smelly, and dumb as a rock they might actually be useful replacements for husbands. http://forum.shrapnelgames.com/image...ies/tongue.gif

Where's the difference? http://forum.shrapnelgames.com/image...ies/tongue.gif

lol since you come from ulm and according to the nation description the ulmish are stocky medieval "humans" in your case there might be really no difference http://forum.shrapnelgames.com/image...ies/tongue.gif

sorry couldn't resist http://forum.shrapnelgames.com/image...ies/tongue.gif

Kel August 16th, 2004 10:32 AM

Re: equipment configurations for supercombatants (
 
Quote:

Arryn said:Be that way. Hmmph. You also cannot awe them, frighten them, seduce them (shucks, that might be real kinky), or blow their minds. OTOH, they never tire, hunger, thirst, lose patience, or argue with you. As such, they make great pets. And if they weren't cold, smelly, and dumb as a rock they might actually be useful replacements for husbands. http://forum.shrapnelgames.com/image...ies/tongue.gif

Ironically, I understand that getting married, for males, actually triggers the Twiceborn ritual...

- Kel

Cheezeninja August 19th, 2004 01:24 AM

Re: equipment configurations for supercombatants (
 
Quote:

Vicious Love said:
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 really must disagree with this. Maybe an SC tricked out for offense would be good against another SC, but he'd be potted by the first petrify or drain life to roll around, or the first army of chaff summoners. When i build an SC, almost every item/spell involved is defensive in nature, because if you never die you will win nearly all your battles.

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.

DLC1 August 19th, 2004 07:01 AM

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

Lex August 26th, 2004 10:04 PM

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)

Yossar August 26th, 2004 11:28 PM

Re: equipment configurations for supercombatants (SCs)
 
Quote:

Lex said:
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)

Well, you'd obviously want to cast storm as well, and then sooner or later he'll teleport right into the middle of the enemies, so he has to be able to take at least one round of hits. It's a risky strategy but could work.

Aku August 27th, 2004 02:15 AM

Re: equipment configurations for supercombatants (SCs)
 
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

August 27th, 2004 08:31 AM

Re: equipment configurations for supercombatants (
 
Quote:

Vicious Love said:My favorite combo is more stylish than effective: Two daggers(Or Swords of Swiftness, if ambidextrous enough), Chi Boots, an Astral Serpent

Does an Astral Serpent really strike one more time for *every* other attack ? So a single werewolf (CoW) using the base claw/claw/bite routine could make 3 more poison attacks, making 6 armor negating damage and 9 poison damage every round ? A perfect counter against super-heavy units, or even against some SC (if you can bypass def) like Cyclops, Red Dragons, Manticores, etc. And the poison is cumulative, so even 1 hit will cause 30 pts damage in 10 turns (death poison) but 2 hits will cause 60 pts etc...
Does it work only in close combat or even for ranged attacks ? And for hooves (one more attack for cavalry) ?
TIA

Boron August 27th, 2004 09:52 AM

Re: equipment configurations for supercombatants (
 
Quote:

Sunray_be said:
Quote:

Vicious Love said:My favorite combo is more stylish than effective: Two daggers(Or Swords of Swiftness, if ambidextrous enough), Chi Boots, an Astral Serpent

Does an Astral Serpent really strike one more time for *every* other attack ? So a single werewolf (CoW) using the base claw/claw/bite routine could make 3 more poison attacks, making 6 armor negating damage and 9 poison damage every round ? A perfect counter against super-heavy units, or even against some SC (if you can bypass def) like Cyclops, Red Dragons, Manticores, etc. And the poison is cumulative, so even 1 hit will cause 30 pts damage in 10 turns (death poison) but 2 hits will cause 60 pts etc...
Does it work only in close combat or even for ranged attacks ? And for hooves (one more attack for cavalry) ?
TIA

hm doesn't poison resistence negate this anyway ?
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

August 27th, 2004 11:21 AM

Re: equipment configurations for supercombatants (
 
Quote:

Boron said:
hm doesn't poison resistence negate this anyway ?

Ooops I forgot about the Manticore, but some SC do not have poison resistance : think of Dragon, Cyclops, Devils etc...
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

Graeme Dice August 27th, 2004 11:51 AM

Re: equipment configurations for supercombatants (
 
Quote:

Sunray_be said:
Does an Astral Serpent really strike one more time for *every* other attack ?

No. It strikes once a turn, or twice if the unit has quickness.


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