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-   -   Gloves of the Gladiator... (http://forum.shrapnelgames.com/showthread.php?t=41363)

Tifone November 22nd, 2008 05:14 AM

Gloves of the Gladiator...
 
...did someone ever use those? (sincerely :D)
What is their usefulness?

lch November 22nd, 2008 05:31 AM

Re: Gloves of the Gladiator...
 
I did, in Dom 2 or so, I think, on a King of Elemental Earth. 4 Attacks sounded hardcore. That's before I found about AoE weapons.

Herode November 22nd, 2008 06:00 AM

Re: Gloves of the Gladiator...
 
I did equiped some Dai Oni thugs with the Gloves. These are cool artifacts : 4 attacks, man, 4 !! if you give some additionnal stuff to your SC/thug, like Horned Helmet, Stone Bird & something for reinvigoration, you're ending with a real machine gun :D

Horst F. JENS November 22nd, 2008 06:33 AM

Re: Gloves of the Gladiator...
 
The CBM mod give the gloves better att/def stats

licker November 22nd, 2008 12:37 PM

Re: Gloves of the Gladiator...
 
I've used them for fun on an early awake cyclops SC.

They are pretty cheap to make arn't they?

Gandalf Parker November 22nd, 2008 01:15 PM

Re: Gloves of the Gladiator...
 
Any unit that will suddenly appear too close to the enemy is a good choice. Particularly if the enemy is mages. Adding another item with an attack can really boost its usefulness.

Ive used it on assassins and seducers.

cleveland November 22nd, 2008 01:52 PM

Re: Gloves of the Gladiator...
 
AoE weapons are generally preferred, but all of the cheap AoE weapons can be negated by resistances. Gloves can come in handy here. Particularly if combined with boots of quickness. Not many thugs can withstand 8 attacks/round for very long.

Could also be useful vs. a Mechanical Man defensive line; a Bane Lord would work well here.

Tifone November 22nd, 2008 02:18 PM

Re: Gloves of the Gladiator...
 
I thought those more on the line of the KoEE or even a Niefel Jarl, or a Dai Oni) suggested by Ich. I see those work much better on a high-Str SC/thug than an assassin or a Bane Lord

Hey, on a quickened Davana, would 2 of those make 4x2x2=16 attacks per turn??? :eek: Can't believe it would work

Falkor November 22nd, 2008 02:44 PM

Re: Gloves of the Gladiator...
 
Quote:

Originally Posted by Tifone (Post 654959)
I thought those more on the line of the KoEE or even a Niefel Jarl, or a Dai Oni) suggested by Ich. I see those work much better on a high-Str SC/thug than an assassin or a Bane Lord

Hey, on a quickened Davana, would 2 of those make 4x2x2=16 attacks per turn??? :eek: Can't believe it would work

Now imagine that lucky Davana gets heroic strenght. ;)

JimMorrison November 22nd, 2008 03:12 PM

Re: Gloves of the Gladiator...
 
I think I would give the Davana 1 Gloves of the Gladiator, plus a Dusk Dagger, plus ..... an Eye Shield!

Gregstrom November 22nd, 2008 04:47 PM

Re: Gloves of the Gladiator...
 
Quote:

Originally Posted by Tifone (Post 654959)

Hey, on a quickened Davana, would 2 of those make 4x2x2=16 attacks per turn??? :eek: Can't believe it would work

Better yet, 4 swords of quickness on a quickened Davana. 16 attacks, and +16 defence. It brings the word 'blender' to mind for some reason...

Gandalf Parker November 22nd, 2008 07:20 PM

Re: Gloves of the Gladiator...
 
With a Davana cant you use two gloves? Or get gloves and two swords of quickness? That would be..
acckk Im terrible at math.

Tifone November 22nd, 2008 09:08 PM

Re: Gloves of the Gladiator...
 
(wait for images showing)


Now imagine all this with the double amount of arms :shock::shock::shock:

You wa shock!!! :happy:

JimMorrison November 22nd, 2008 11:45 PM

Re: Gloves of the Gladiator...
 
I want to teach my thugs the Fist of the North Star. :shock:

Sombre November 23rd, 2008 09:10 AM

Re: Gloves of the Gladiator...
 
Theoretically it could work well with a D9 or F9 bless, since each attack would get the secondaryeffect of fire or AN damage.

Tifone November 23rd, 2008 09:29 AM

Re: Gloves of the Gladiator...
 
D9 bless x 16 attacks would really resemble Hokuto. The amount of hits+afflictions the enemy would get in a turn would be very similar to the exploding bodyparts under Kenshiro's hits :happy:

Tifone November 23rd, 2008 09:37 AM

Re: Gloves of the Gladiator...
 
BTW, as we're a bit on the topic, has anyone ever found the Deva pretender (the black 4-armed one) of any use? You don't hear of her often on the board. While she has better protection than her other 4-armed counterparts, her apotropaic weapons and the single B path seem hardly that useful... does someone think otherwise?

Aezeal November 23rd, 2008 05:46 PM

Re: Gloves of the Gladiator...
 
can you use 2 of these on a chassis with 4 arms and then use boots of quickness on top for ....

wait this was just covered.. has anybody tested it already?

archaeolept November 23rd, 2008 06:19 PM

Re: Gloves of the Gladiator...
 
Quote:

Originally Posted by Tifone (Post 655145)
BTW, as we're a bit on the topic, has anyone ever found the Deva pretender (the black 4-armed one) of any use? You don't hear of her often on the board. While she has better protection than her other 4-armed counterparts, her apotropaic weapons and the single B path seem hardly that useful... does someone think otherwise?

she can work as an awake SC. She has fear, and good stats. give her some earth and awe; perhaps air, water.

WingedDog November 24th, 2008 01:14 PM

Re: Gloves of the Gladiator...
 
Quote:

Originally Posted by Tifone (Post 655145)
BTW, as we're a bit on the topic, has anyone ever found the Deva pretender (the black 4-armed one) of any use? You don't hear of her often on the board. While she has better protection than her other 4-armed counterparts, her apotropaic weapons and the single B path seem hardly that useful... does someone think otherwise?

I took her recently in one game and found her quet satisfying. Replaced all her default weaponry ofcourse, she definately needs at least one shield (I gave her 2). The funny thing about her (I don't know if it's bug or feature) - her default body armor, scull necklace (prot 10, enc 0), also gives the same 10 prot bonus to the head, so I never replaced it, selfbuffing barskin instead.

militarist January 23rd, 2010 07:43 PM

Re: Gloves of the Gladiator...
 
As for awed Deva, mayby 3-4 shields would be better with some area spells, like shockwave, freezing or heating?

zzcat January 24th, 2010 12:39 AM

Re: Gloves of the Gladiator...
 
Any weapon that provides multiple attacks is great against hydras. If you got rushed by LA Pythium with 10+ A9W9 hydras in year 1, the easiest(maybe only) solution is equipping your combat pretender with gloves of the gladiator or wave breaker and boots of quickness.

Trumanator January 24th, 2010 12:45 AM

Re: Gloves of the Gladiator...
 
Why would you give hydras a W9 bless? They already clear a square!

Tollund January 24th, 2010 01:03 AM

Re: Gloves of the Gladiator...
 
I'd give them E8 for sure. Not sure whether S or W would be best after that.

Squirrelloid January 24th, 2010 01:07 AM

Re: Gloves of the Gladiator...
 
D8 is clearly the best hydra bless =p

(ok, A6+ is probably the best hydra bless, but D8 poison clouds are tasty).

rdonj January 24th, 2010 01:14 AM

Re: Gloves of the Gladiator...
 
No, no, you're all wrong. A9B8 is where it's at, clearly.

zzcat January 24th, 2010 01:16 AM

Re: Gloves of the Gladiator...
 
It's what I met in my last MP. I think W6 or W8 would be better because my nagas and monkeys just route immediately before the hydras have a chance to attack them:(

chrispedersen January 24th, 2010 01:48 AM

Re: Gloves of the Gladiator...
 
Quote:

Originally Posted by zzcat (Post 727842)
Any weapon that provides multiple attacks is great against hydras. If you got rushed by LA Pythium with 10+ A9W9 hydras in year 1, the easiest(maybe only) solution is equipping your combat pretender with gloves of the gladiator or wave breaker and boots of quickness.

skelly spam.
earth meld + stellar cascades.
Dont fight the hydras. Run away, trade province for province.
One he splits, attack using Single focus spells.
etc.

WingedDog January 24th, 2010 01:59 AM

Re: Gloves of the Gladiator...
 
Speaking about single focus spells, do not try to soulslay the hydra - creature has several forms (9 heads, 7 heads, 5 heads, etc), and soulslay kills only one of the forms.

zzcat January 24th, 2010 09:34 AM

Re: Gloves of the Gladiator...
 
Quote:

Originally Posted by chrispedersen (Post 727854)
Quote:

Originally Posted by zzcat (Post 727842)
Any weapon that provides multiple attacks is great against hydras. If you got rushed by LA Pythium with 10+ A9W9 hydras in year 1, the easiest(maybe only) solution is equipping your combat pretender with gloves of the gladiator or wave breaker and boots of quickness.

skelly spam.
earth meld + stellar cascades.
Dont fight the hydras. Run away, trade province for province.
One he splits, attack using Single focus spells.
etc.

Earth meld and similar spells will slow down hydras but can't kill them. For many nations your army will route before they can deal enough damage.

WingedDog January 24th, 2010 11:22 AM

Re: Gloves of the Gladiator...
 
Quote:

Originally Posted by zzcat (Post 727892)
Earth meld and similar spells will slow down hydras but can't kill them. For many nations your army will route before they can deal enough damage.

That's why he said
Quote:

Originally Posted by chrispedersen (Post 727854)
skelly spam


Squirrelloid January 24th, 2010 04:47 PM

Re: Gloves of the Gladiator...
 
Also, cavalry charges are pretty effective. Sure, hydrae will eat quite a few lances, but you'll reduce them to nothing but a poison cloud pretty fast, and i doubt a hydra would last more than 2 rounds against cavalry.

Earthmeld will break up the hydra formation so you can engage them 1-2 at a time.

Baalz January 24th, 2010 09:03 PM

Re: Gloves of the Gladiator...
 
I found, amusingly, a N9 blessing to be very effective with Pyth's hydras. You really need to berserk if you're using groups smaller than 4, their morale is low enough that you tend to route way too often for my taste otherwise even when you're winning. The extra protection and regen makes the final form hugely tougher to bring down. I think I was using it along with a W bless - which even more than the extra attacks gives you the defense to avoid a few hits tilting you further in the direction of making it hard to overcome your regen. The extra attacks though, also mean you can clear a second square every other turn - which works almost 50% better vs skellispam. This lets you comfortably expand with a single hydra (avoiding the toughest indies, of course). This is also not only a great blessing for the serpent cataphracts, it gives them quite a bit of leeway to play around with the hydras without dying every time they chase down the enemy (they move so much faster than the hydras they usually don't sit around with them for long if you're careful with your placement).


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