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-   -   help on Agartha (http://forum.shrapnelgames.com/showthread.php?t=39806)

Swan July 23rd, 2008 07:50 PM

help on Agartha
 
i tried a sp with agartha and i choose ageless olm(w9e4f4) but i have a problem: when i cast quickness my ao dont attack twice with mindblast but only with life drain.
also i have 4 questions on elementals(fire and earth)
1) i know that oreigenes(king of earth) means maker of mountain and that pyriphlogos came from the fire logos ofa philosofer but what means Rhuax and barathrus(on baratro in italian means "deep cave")
2)what the point on using rhuax? pyri lose some prot and attack but gain eth and attack
3) also whats the point on using the king of earth that has 19pro(cant remenber if bara or orei)? the other one have only 3 less prot but double reg
4)my armor set(tartarian chains,flame helmet,black monolith armor,kupp bracer,stone boot) can you give me ome advice on how to finish the set?(1 misc 1 hand and boot if im using king of earth)

AreaOfEffect July 24th, 2008 12:10 AM

Re: help on Agartha
 
I'm going to go out there and say that most of what you said seems like giberish to me. That said I can answer at least one of your questions. Simply put, quickness does not effect ranged weapons or spells (unless those spells are cast from an item).

Endoperez July 24th, 2008 03:06 AM

Re: help on Agartha
 
All of the elemental kings and queens are rather powerful. You might think one of them is more powerful than the others, but even the weaker ones are powerful. You also can't choose which of the kings you summon when you cast the appopriate spell.

Flame Helmet will fatigue anyone using it, making it very bad choicr indeed for someone meant to fight. You should use miscellanous slot for Amulet of Reinvigoration or some other item that removes some of your fatigue, or preferably, use Starshine Skullcap or some other helmet. Skullcap is an astral item that increases magic resistance.

Luck negates half of the attacks that would have damaged you, even most spells, so you should try to get that. You need Astral, again. Lucky coin is a shield (hand slot), Pendant of Luck is a miscellanous one.

I thought elemental kings didn't have feet slots, so they can't use boots.

Agema July 24th, 2008 06:55 AM

Re: help on Agartha
 
Barathron (Latinised to Barathrum) = an abyss or pit, in ancient Greek.
Rhuax = a stream of lava, also ancient Greek.

Double regen rate or +3 protection? Plusses and minuses either way. Neither is something you want to meet down a quiet alley on a dark night.

No boot slot for elemental royalty.

For your Misc. slot, I recommend an amulet of magic resistance (astral). You can never have too much magic resistance, stuff that is most dangerous to your big SCs generally requires MR rolls.

As Earth elemental royalty have high natural protection and regeneration, can cast buffs like invulnerability, and you've already got Krupp's bracers, you might want to think about different armour that gives resistances. All the protection in the world won't save you from being hit by, say, enough armour-negating lightning attacks. For that matter, you might think about something other than Krupp's bracers as well.

Swan July 25th, 2008 12:07 PM

Re: help on Agartha
 
naybe i should have said that im in a sp, and i am full of gems max of research ecc..
the only problem is a wyrm locked in his fortress.
i tried to kill it with spells but i wasnt able so im tryng a new tattic.
i was thinking also to an assasin with plenty of fear whre i can get it? other than horror helmet,the flyng armor and the f/d shield there is something else that gives fear?

krpeters July 25th, 2008 03:09 PM

Re: help on Agartha
 
If you've reduced your opponent to trapping him in his castle, and the force he has inside is painfully difficult to fight, you might want to consider just "preaching him out". Build a bunch of temples around the province, send your prophet, several strong priests, and your pretender to sit outside, and wait for dominion to kill him.

Against a wyrm, I find they're not too difficult to kill. You need a large number of medium (size-2) troops with good morale and swords to surround him and hack him to bits. (Swords ensure enough damage to overcome his regen) Back them up with some L2 Priests casting Sermon of Courage so that they don't retreat from boredom too early.

Taqwus July 25th, 2008 05:12 PM

Re: help on Agartha
 
Throw in a Lizard Shaman to cast Curse. Afflictions can be very, very bad for melee monsters.

Swan July 26th, 2008 05:58 PM

Re: help on Agartha
 
i know that preaching he out is the best way, but is personal:that damned wyrm in one battle did 5 affliction to my poor old olm nd so im just looking for revenge.
las time i was able to kill it with a wished arena battle thanks to kng of fire elemental(the ethereal one) but it killed my elemental with medallion of vengeange.
now i will try with a 40 prot 22 mr king of earth and if i fail again i will kill with a fear assasination

llamabeast July 27th, 2008 12:26 PM

Re: help on Agartha
 
Fear will be no use against a pretender - they never break.

Sombre July 27th, 2008 12:30 PM

Re: help on Agartha
 
Do we know that for sure?

Meglobob July 27th, 2008 12:38 PM

Re: help on Agartha
 
Quote:

llamabeast said:
Fear will be no use against a pretender - they never break.

Someone tell my gods that then!

I have seen plenty of gods leg it! Usually I am pretty happy they run away as well, otherwise they would have died.

Jazzepi July 27th, 2008 12:49 PM

Re: help on Agartha
 
Quote:

Meglobob said:
Quote:

llamabeast said:
Fear will be no use against a pretender - they never break.

Someone tell my gods that then!

I have seen plenty of gods leg it! Usually I am pretty happy they run away as well, otherwise they would have died.

Yeah, I use naked SC Gods quite a bit, and they do a good job of running away.

I think Llamabeast might be confusing that with the fact that immortals in positive dominion are not suppose to retreat.

Jazzepi

llamabeast July 27th, 2008 01:19 PM

Re: help on Agartha
 
Nope nope, they run away when your army is reduced to 25% of its original hitpoints, but they won't run away from fear.

In the case of a lone SC god, the 25% rule means they run away when close to death.

Jazzepi July 27th, 2008 04:15 PM

Re: help on Agartha
 
Quote:

llamabeast said:
Nope nope, they run away when your army is reduced to 25% of its original hitpoints, but they won't run away from fear.

In the case of a lone SC god, the 25% rule means they run away when close to death.

Fear, the ability, or a morale check?

I've definitely had Gods run away from morale checks when above 25%

Jazzepi

AreaOfEffect July 27th, 2008 06:47 PM

Re: help on Agartha
 
Jazzepi, immortal gods or regular ones. Lamabeast is only talking about immortal gods in their own dominion. All non-immortal gods are subject to fear and moral checks. They souldn't break as easily due to their 30 moral score, but they do indeed break.

Sombre July 27th, 2008 09:04 PM

Re: help on Agartha
 
No, he's talking about all pretenders.

If either 'side' wants to prove what they're talking about they need only run a couple of simple tests.

Agema July 28th, 2008 07:05 AM

Re: help on Agartha
 
If you've got full magic, as Agartha I'd try Petrify in Earth magic.

As I recall if they fail their MR check it's instant death (unless they're already made of stone, and some other cases - a Wyrm should be petrifiable), if they pass their roll they still get paralysed, which makes them much less troublesome.


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