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Gloves of the Gladiator...
...did someone ever use those? (sincerely :D)
What is their usefulness? |
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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.
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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
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The CBM mod give the gloves better att/def stats
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I've used them for fun on an early awake cyclops SC.
They are pretty cheap to make arn't they? |
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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. |
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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. |
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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 |
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I think I would give the Davana 1 Gloves of the Gladiator, plus a Dusk Dagger, plus ..... an Eye Shield!
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With a Davana cant you use two gloves? Or get gloves and two swords of quickness? That would be..
acckk Im terrible at math. |
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(wait for images showing)
http://imgboot.com/images/Tifone/gifani1.gif http://imgboot.com/images/Tifone/gifani2.gif http://imgboot.com/images/Tifone/gifani3.gif Now imagine all this with the double amount of arms :shock::shock::shock: You wa shock!!! :happy: |
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I want to teach my thugs the Fist of the North Star. :shock:
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Theoretically it could work well with a D9 or F9 bless, since each attack would get the secondaryeffect of fire or AN damage.
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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:
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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?
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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? |
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As for awed Deva, mayby 3-4 shields would be better with some area spells, like shockwave, freezing or heating?
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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.
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Why would you give hydras a W9 bless? They already clear a square!
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I'd give them E8 for sure. Not sure whether S or W would be best after that.
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D8 is clearly the best hydra bless =p
(ok, A6+ is probably the best hydra bless, but D8 poison clouds are tasty). |
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No, no, you're all wrong. A9B8 is where it's at, clearly.
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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:(
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earth meld + stellar cascades. Dont fight the hydras. Run away, trade province for province. One he splits, attack using Single focus spells. etc. |
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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.
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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. |
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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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