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-   -   Doom Horror v Seraph (http://forum.shrapnelgames.com/showthread.php?t=38688)

Xietor May 8th, 2008 02:25 PM

Doom Horror v Seraph
 
I am not saying what game this Angel is in.

http://www.mediafire.com/imgbnc.php/...a02264902g.jpg

Xietor May 8th, 2008 02:29 PM

Re: Doom Horror v Seraph
 

And we have a winner!

http://www.mediafire.com/imgbnc.php/...5607f02e2g.jpg

Sombre May 8th, 2008 02:35 PM

Re: Doom Horror v Seraph
 
Surprisingly cheap equipment for such a gem investment.

Xietor May 8th, 2008 02:37 PM

Re: Doom Horror v Seraph
 
Cheap, but quite effective.

K May 8th, 2008 02:49 PM

Re: Doom Horror v Seraph
 
Considering that you've blown several hundreds of gems empowering in Astral, Wishing for "magic power", Wishing or summoning the unit, and possibly GoRing and/or Wishing for "power", then I certainly hope it can beat a Doom Horror!

Above and beyond equipment, just how much did you spend on this guy?

Tuidjy May 8th, 2008 04:30 PM

Re: Doom Horror v Seraph
 
Let us see:

1. Summoning - 100S + 20N, or 150S
2. Power (at least one) - 100S
3. Magic Power - 100S

Xietor may or may not have needed to empower - you can get away without it on your
first Seraph. So all in all, this is a cheap Seraph, costing only 300-400 gems.

If you had asked me two weeks ago, I'd say "Waste of gems". But in my current
game, in which I am a substitute, I inherited two Seraphs. I thought they were
a horrible investment, until they wiped, four times so far, much bigger
investments pretty much by themselves. One of the fights was against three
well equipped (three artifacts, full slots) Tartarians that were laying in ambush
for my reaction force. That Seraph paid for itself right then and there.

K May 8th, 2008 04:39 PM

Re: Doom Horror v Seraph
 
He empowered. He has a S9, which is base 4, Forbidden Light for +2, magical power for +1, so he needs two more empowers to get his 9 (unless this is a battle pic and he did Northern Lights and Power of the Spheres).

kasnavada May 8th, 2008 04:58 PM

Re: Doom Horror v Seraph
 
The background pretty much says that it's not in a battle.

Tuidjy May 8th, 2008 05:19 PM

Re: Doom Horror v Seraph
 
K, with the Forbidden light, one ring, a cap and a robe, you get +5 to the base 4.
You do not have to empower, and maybe he did not. We can't tell for sure.

Zenzei May 8th, 2008 05:42 PM

Re: Doom Horror v Seraph
 
But this particular seraph, according to the screenshots, only has Forbidden Light, which leaves three levels of astral magic unaccounted for.

Xietor May 8th, 2008 05:46 PM

Re: Doom Horror v Seraph
 
she was empowered to s6 then wished for magical power. And she also wished for power.

K May 8th, 2008 06:31 PM

Re: Doom Horror v Seraph
 
Quote:

Tuidjy said:
K, with the Forbidden light, one ring, a cap and a robe, you get +5 to the base 4.
You do not have to empower, and maybe he did not. We can't tell for sure.

We can. He's S9 in the pic and his equipment is +2 Astral, and he's obviously Wished for magic power once since he's got one in everything Seraphs don't get (and 5s in the two things they do get hast aren't Astral).

Just saying.

NTJedi May 8th, 2008 07:08 PM

Re: Doom Horror v Seraph
 

I would take out the vine shield and replace it with a luck shield, hence the seraph will have luck outside of combat as well. Also the seraph won't need to spend a turn casting luck during battle. The luck shield will help more against any human strategies to kill it, yet this might be a SP game.

Xietor May 8th, 2008 07:27 PM

Re: Doom Horror v Seraph
 
i am not sure luck helps outside of combat. in particular, i have never seen a mind hunt fail because of luck.

NTJedi May 8th, 2008 07:46 PM

Re: Doom Horror v Seraph
 
Quote:

Xietor said:
i am not sure luck helps outside of combat. in particular, i have never seen a mind hunt fail because of luck.

It does not effect mind hunt... and humans wouldn't be using mind hunt on an astral mage anyways.

Luck helps on many other types of spells in combat and outside of combat. Why spend a combat turn casting a spell of luck when the seraph can be chopping heads with the fire brand. http://forum.shrapnelgames.com/images/smilies/wink.gif

Tuidjy May 8th, 2008 08:24 PM

Re: Doom Horror v Seraph
 
Those who mess with the forbidden light cannot afford to buff for more than two
turns, or the Maker of Ruins will eat them. That said, personal luck is one of
my two buffs. My standard combat Seraph kit is Frostbrand, Magebane, Starshine
Cap, Rainbow Armour, Boots of Quickness, Forbidden Light, and an extra item which
strenghtens defense/attacks/magic resistance/whatever. This provides 100%
resistance to everything, and MR near 30 with a spell. A Seraph equipped in
this manner will take on anything that is not designed to take him out.

On the other hand, two Bane Lords will split him for breakfast if they are
properly equiped.

Ironhawk May 8th, 2008 08:37 PM

Re: Doom Horror v Seraph
 
Hahah - banelords. Well said Tuidjy.

Anti-SCs and mages are why I really dont see the value in investing so much into a single SC chasis like this anymore. IMO, once you get to the late game, where enemy mages are more than likely to be casting all manner of single-target badness (soul slay, disintegrate, petrify, etc) its just not worth it to pile so many gems onto a single unit.

Endoperez May 9th, 2008 02:11 AM

Re: Doom Horror v Seraph
 
Quote:

Tuidjy said:
On the other hand, two Bane Lords will split him for breakfast if they are properly equiped.

What would they need, exactly? One with 10 attacks and other with ability to deal real damage, or something similar?

Tuidjy May 9th, 2008 04:47 AM

Re: Doom Horror v Seraph
 
> > On the other hand, two Bane Lords will split him for breakfast if they are
> > properly equiped.
>
> What would they need, exactly? One with 10 attacks and other with ability to deal
> real damage, or something similar?

Exactly. Although 10 attacks is a bit unambitious :-) My favorite kit is
two swords of swiftness, a horned helmet, a jade armour, boots of flight, a stone
bird, and a trident... for a grand total of 2x(2+2+1+4+1) or twenty attacks.
If you have cheap fliers, you can throw two extra attacks with the Chi boots.
A SC can have defense left after 22 attacks, but it is not likely. And if it
happens, well, Bane Lords are cheap, and so is the equipment I've listed above.

The second guy's equipment depends on what you're fighting, obviously, but two
attacks from a gate cleaver will spoil everyone's day. Against demons and
undead, holy weapons (lance, scourge, flambeau) may be better. Or you can go
with dual dusk daggers if you have someone with great strength. And once again,
if that particular SC has had 300 pearls dumped into wishing for power, you need
more cow bell.

By the way, two anti-SC guys is not strictly necessary. In my current game I use
a compromise build. I give my Jarls a normal combat kit, and throw a bird of
stone in... When they bump into SCs, that is usually enough to swing the
balance. Last turn, one unique devil, one bane lord, and two tartarians met
their unmaker that way. The Jarls are not strictly anti-SC units, as they are
spending rounds on buffing, and they are not exactly expendable, but on the other
hand, they are anti-army SCs themselves.


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