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Quikness - what does it do exactly?
Just another newbie question: what does quikness bring exactly? For example with the strong water bless, it gives you '50% quikness' ?
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Re: Quikness - what does it do exactly?
Leaves your girlfriend feeling unsatisfied.
LOWBALL It increases your action points and allows you to move and attack more often, or stay still and attack twice. I think. |
Re: Quikness - what does it do exactly?
50% quickness basically gives the unit an extra 'turn' every other turn.
i.e. in battle: quickened unit hits enemy hits quickened unit hits quickened unit hits enemy hits quickened unit hits enemy hits quickened unit hits quickened unit hits enemy hits etc. 'Hits' can be replaced by 'moves' as well, so they can run super fast. |
Re: Quikness - what does it do exactly?
Ok, thanks for the info. So is the strong water bless generally worth it?
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Re: Quikness - what does it do exactly?
Yep, strong water bless is generally considered the best bless, I think. Combine with a strong fire bless for some super bless action.
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Re: Quikness - what does it do exactly?
It is a very nice bless. Not only do you get the extra attacks, but you also close with the enemy quickly, reducing your exposure to spell and arrow fire. And, if morale breaks, you tend to have more survivors make it to safety.
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Re: Quikness - what does it do exactly?
I think info on the 3 stackable quicknesses should be put in the FAQ. I read before the difference between the bless, the item, and the spell quickness, but I keep forgetting.
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Re: Quikness - what does it do exactly?
sounds good! I am thinking of a bless strategy using Machaka - I figure those big spiders will become even more lethal with a water bless. What other blesses could I combine this with - I am thinking at least N4 to get regeneration?
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Re: Quikness - what does it do exactly?
Well, if you're not going to go all the way with Fire 9, but just other level 4 blesses, to go with W9N4, I suggest Fire 4. You have multiple attacks to start with, more with the quickness, and you want them to land even on shielded troops, so that +2 to attack really helps.
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Re: Quikness - what does it do exactly?
I can't remember the details of the Machakan spiders, but in general I reckon the tactic with a bless is to increase things the unit is already good at. So a unit with defense 10 doesn't benefit that much from a W9 bless compared to a unit with defense 16 (which becomes nigh-on invincible).
I do remember thinking that an E9 bless was good with the spiders, because then they get crazy protection. But I didn't think about it for long, so don't trust me on that. |
Re: Quikness - what does it do exactly?
Yeah - the black hunter spiders come with standard protection of 20. Attack is 12 and defense is 11.
So then a W9N4 bless would make them very hard to kill I guess, and I might add either E4 or F4, depending... |
Re: Quikness - what does it do exactly?
But also consider the spiders. Once the riders die they are still sacred. More hps but low protection and mr.
I'm not sure what bless works best with them. Nature for the regen. Fire is always good. |
Re: Quikness - what does it do exactly?
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Re: Quikness - what does it do exactly?
That's not quite correct. A water bless gives you 1.5 X whatever amount of attacks you already have. A fire bless does not confer 2 attacks a round unless the creature already possesses 2 attacks a round.
So with the water bless if you have 2, you're getting 4 on every other turn. Since each attack is at a -2 defense to protect against, whenever a creature attacks 4 times, the attacks will essentially be at +0, +2, +4, +6. This is even more so the case with 3 attack sacred creatures. Though I don't believe there are more than a few of those. To summarize a 2 attack creature with fire bless would have attacks at +4, +6 (over it's standard attack value) every turn. Whereas a 2 attack creature with water bless would have attacks at +0, +2 one round AND at +0, +2, +4, +6 the second round. If you consider them that way, the water bless is much worse attackwise on half the rounds, and a little better on the other half. Furthermore, water 9 also gives 4 defense, which depending on the creature is a very serious difference in survival. Generally speaking, it is more important for your troops to be hard to kill, and moderate at killing, than the reverse. The movement speed boost is not to be ignored either. Upon some reflection this is somewhat comparing the wrong things, since the comparison should be between the strong fire bless (6ap fire attack) vs. the strong water bless (50% quickness), seperately from the +4 attack, vs +4 defense. I will however, not state that any one is 'THE' best. That's purely a judgement call, and such things are never facts. |
Re: Quikness - what does it do exactly?
Try E9N9 on the spiders. Might make them very hard to kill (prot 20). Might be disappointing, but worth a test.
The 2 attacks a round for the fire bless are against the same person though. Still, I've never really played a heavy bless game so I've not got much conviction in my opinion. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Quikness - what does it do exactly?
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Re: Quikness - what does it do exactly?
Best is not even a judgement call. It varies from nation to nation and unit to unit.
E9 is great with high protection units and mages. If you've got low prot troops and no sacred mages it's useless. Water is always good, but the defense bonus is best with high defense troops. If you've got a low defense, you'll get hit even with the +3. The regen from nature is great on high hp troops, but even the lesser chance of afflictions isn't useful on something like flagellants. They die if they get hit. Twist fate doesn't really help Neifel giants, but it doubles flagellants lifespan. etc, etc. Water and fire are probably the most generally useful. Everybody can benefit from more damage and more attacks. But they may not be the best for a particular nation. |
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