![]() |
Your Top 10 Super Combatant Builds
List your Super Combatant and build:
Example: (My number one)(for SP mode) Golem --------------- Enchanted Sword Lucky Coin Astral Cap (forgot the name it gives +1A) Robe of Shadows (I think thats what its called) Anti-magic Ammulet Optional Equipment: (Depending on what nation im playing) Bottle of Living Water or Dancing Blades Quickening Boots I ususally have the golem cast Astral Shield and attack rear Works great against chaff units. I only use Astral gems to summon it and equip it. Wich I always have because of arcane nexus. :) |
Re: Your Top 10 Super Combatant Builds
Golem
--------------- A brand Gold shield Astral cap Marble armor Boots of quickness Anti-magic amulet Girdle of might in the rear, script: personal luck, body ethereal, 3 x hold, attack Seraph --------------- Frost brand Vine shield Rime hauberk Boots of messenger Anti-magic amulet Amulet of resilience in the rear, script: phoenix pyre, personal luck, 3 more buffs depending on opposition, cast spells |
Re: Your Top 10 Super Combatant Builds
Air Tartarian Cyclops:
Flambeau or fire brand/faithful rainbow armor dragon helm quickness boots antimagic amulet regen ring script 5 of: summon earthpower, resist lightning, mirror image, mistform, invuln, iron will, summon storm power. With a support army for fog warriors and antimagic iron will and mistform aren't needed, so the other 5 go, otherwise cutting summon storm power is a given, and the last spot is between lightning res, mistform and invuln in terms of overall usefulness. |
Re: Your Top 10 Super Combatant Builds
When I get those guys I only think rain of stones.
Air Tartarian Cyclops: armor of virtue, ama, optionally ring of regen for afflictions, optionally storm stuff 4 earth gems script 2 x rain of stones |
Re: Your Top 10 Super Combatant Builds
I thought Tartarians couldn't benefit from regeneration because they're undead.
|
Re: Your Top 10 Super Combatant Builds
3 earth gems is enough, no need to waste.
Anit Tart SC -----Golem Holy Scourge Astral Cap Jade Armor Stone Bird Anitimagic Amulet Winged Shoes Attack Tartarian! Tartarians do benefit from regeneration, lifeless undead don't. |
Re: Your Top 10 Super Combatant Builds
@Ynglaur
Undead can, lifeless stuff (Golems) can't. |
Re: Your Top 10 Super Combatant Builds
Nice! Thanks!
|
Re: Your Top 10 Super Combatant Builds
I don't know if three earth gems is enough, as tartarian has E3 and can spend all three on his first casting. If you tested it, then ok, but I'd take four just to be safe.
|
Re: Your Top 10 Super Combatant Builds
That is actually similar to the build I use, just you only have 22MR with no place for rainbow armor and taking the staff of storms instead of lead shield to protect from those mind hunts.
|
Re: Your Top 10 Super Combatant Builds
Rudra:
Skull Staff, Brand, Shield of Gleaming Gold Horned Helm Hydra Skin Armor Boots of the Messenger Amulet of MR Script Blessing (you'll want at least minor earth/nature), Soul Vortex, Phoenix Pyre, hold x2, attack rear. Add Mistform or Mirror Image as necessary, and you have a whole host of other buffs available if the situation calls for one. Best deployed with one Rudra holding a Staff of Storms and S3 mages to cast Luck and Body Ethereal and a H3 divne blesser, but you can get away with less. Alternately: Brand, Flambeau/Gate Cleaver, Vine Shield Skullface Chain Mail of Displacement Boots of the Messenger Amulet of MR Same script. If you deploy as purely anti-thug or anti-SC, the death booster is unnecessary since you need first strike and you'd be better served with a horned helm. Of course these builds aren't perfect, either would be great with Rainbow Armor to defend vs Mind Hunt and the like. You'll definitely need a N minor bless in that case, and W wouldn't hurt either. |
Re: Your Top 10 Super Combatant Builds
P-A-Z-U-Z-U
and some gear like mage bane, the medusa shield (pietrify), some rings to regen or protect him from fire or other I am playing this guy in a solo game. :):shock: |
Re: Your Top 10 Super Combatant Builds
Quote:
Hashmal (21 gems) (E10/N6 bless) Shadow Brand (10D/5E) Lucky Coin (10S) Bracers of Protection x2 (10E) [Blessing, Blessing, Attack Rearmost] I also love Wraith Lords. Wraith Lord (40 gems IIRC) Fire Brand (5F/5E) Shield of Gleaming Gold (5F/5E) Lucky Pendant (5S) Optional: Winged Boots (10A) Free slots can be used for resists [Soul Vortex, Attack Large Enemy Monsters] Another cost-effective, Ashdod-only option is the Zamzummite: 3D1E1F Zamzummite (310 gold) Robe of Shadows (10S) Skull of Fire (5F/5D) Lucky Pendant (10S) Optional: Gate Cleaver (15E) for castle-cracking. [Blessing, Ironskin, Phoenix Pyre, hold, Soul Vortex, Attack Rearmost] -Max |
Not a sc build but a suitable question ... read a lot that an alternative to tartarian scs are the elemental royalty. This are lvl 8 summons, aren't they ? Are they good as anti-scs or vs armies and what would be good equipment for them ?
mighty_scoop |
Re: Your Top 10 Super Combatant Builds
Quote:
IMHO, Hashmals are the perfect PD killers due to awe + ethereal, but those abilities really suck when facing opposing thugs or mages. Whne facing any kind of planned opposition, they go *boof*, no matter the equipment. Since they're so vulnerable to them already, I try to keep them as cheap as possible and use their numbers and mobility as a sudden strike raiding force. This is especially good if you hav ehold of an conjuration bonus site. Equipping them with a weapon is a waste, they already have a perfectly good area attack (unless facing abyssians). So well, my version: Raiding Hashmal Hashmal (21 gems) (E10/N6 bless) Lucky Pendant (5 astral) Bracers of Protection x1 (5E) [Blessing, Blessing, Holy Avenger, Hold, Hold, Attack Archers]* *Place at the very back of the battlefield. |
Re: Your Top 10 Super Combatant Builds
Quote:
Water Queens are awesome in the sea. Not so many HP (60 or so), but massive regeneration. Out of the sea, not so great. They'll do well as combat raiders. Earth Kings are good. Over 100HP, regenerating, high natural protection. Arguably the best, and the likeliest to be able to take on a Tartarian and win. Also can go underwater. Air Queens are good but fragile. About 50HP, and ethereal. This means they're lethal going through troops, but as mistform is cancelled and ethereality ineffective against magic damage, they're at risk of death in a few hits from a big thug/SC or spells. Fire Kings are generally considered the weakest. A big advantage is they can cast Phoenix Pyre, take a big fatigue hit but will reappear on the BF alive as long as fatigue is under 100. They're quite different. One is pretty tough (but not as so as an Earth King), the other is 50HP ethereal. |
Re: Your Top 10 Super Combatant Builds
Air queens can be good anti-SCs against anything that is not lightning immune. Try this: attack one turn, orb lightning. It will most likely turn your opponent SC's fatigue over 100 (maybe with an aid of one air booster or summon stormpower). Even luck doesn't help against this fatigue damage.
|
Re: Your Top 10 Super Combatant Builds
I mostly agree - the limitation is that if you've got air queens, you're likely a powerful air nation and anyone halfway sensible sending SCs against you will have 100% shock resistance.
|
Re: Your Top 10 Super Combatant Builds
The Djinn is pretty fun. He can get heroic abilities. Doesn't need much in the way of gear, which is good because you never know when another nation is going to put him back in the bottle!
|
Re: Your Top 10 Super Combatant Builds
I love djinn, he's the best spellcaster in the game. He has one problem though - if he's fighting anything smaller than size 6, he's just going to try to trample them, which may not be what you wanted.
|
Re: Your Top 10 Super Combatant Builds
In most cases Djinn will beat an opponent even with trample. There're a few SC's that are able to hit through his 35 Defence (acquired easily). Also, Djinn will inevitably appear in HoF (maybe even after his very first battle because trampling produces much XP) and then (attention!) you may reforge the lamp and then get him back with Ritual of Rebirth. It is probably a bug that he is not unique...
To make Djinn tremendously effective you need: Vine Shield Another good shield with high parry Starshine skullcap (optional, to have more MR) Ring of Regeneration Pendant of Luck Even with 2 shields he will still have fist attack which is not bad considering his parameters even against size 6 enemies (which you don't want to meet of course). Probably, it is Djinn's feature. Script: Iron will Invul Earthpower Mistform Mirror Image You just don't have place in script to cast luck so you have to use an item. But it may be replaced with Stone Bird for even better parameters if you find place for Luck in your script. Djinn is awesome and quite hard to kill. |
Re: Your Top 10 Super Combatant Builds
Quote:
The King of Banefire is probably my favorite elemental royalty, since his built-in attack causes Plague. Also, he can cast Soul Vortex + Phoenix Pyre, which is a very fun combination. However, Air Queens are probably more powerful because they have mobility. -Max |
Re: Your Top 10 Super Combatant Builds
Quote:
PS: The same trick also works with Pazuzu, if you're so inclined.... |
Re: Your Top 10 Super Combatant Builds
Gorgon.
Give it E9 and awe. Equip her with a shield of some sort on the first turn. Then, send it out to kill. Equip it better as turns progress. Works pretty well... only applicable to a few nations though. |
Re: Your Top 10 Super Combatant Builds
1 Attachment(s)
From a recent game.... not the best I've ever had but a lot of fun:
I had to trim out his slots, this was him essentially naked. His regeneration was 100+ per turn. I kept switching out equipment as necessary. He ended up fighting 2-3 of the doom horrors singlehandedly and winning. |
Re: Your Top 10 Super Combatant Builds
I remember that. You enslaved my prophet. :(
|
Re: Your Top 10 Super Combatant Builds
Yeah I love Pedoisean. Stymphalian wings and other equipment as appropriate, summo nearth power, iron will, invulnerability, reinvigorate and let him fly :)
|
Re: Your Top 10 Super Combatant Builds
Quote:
Thats ok.. you enslaved Pazuzu = ) |
Re: Your Top 10 Super Combatant Builds
Speaking of enslavement, I just had the AI (Ashdod) Control the Dead my King of Banefires... :doh: Guess that's what I get for taking an ammy of luck instead of MR. I suppose what with the soul vortex and banefire aura and shield of gleaming gold, luck was a little unnecessary...
Live and learn! Got him back, though. (loving the Tomb Kings nation) Now I can have two of them! |
Re: Your Top 10 Super Combatant Builds
Quote:
|
Re: Your Top 10 Super Combatant Builds
You people don't generally use Bone Armour then? I've been thinking it is pretty standard SC gear. Sure, it is expensive in gems, but it keeps the SC going and going like a duracell bunny.
|
Re: Your Top 10 Super Combatant Builds
It's waaaay too expensive to use! Not to mention it's 30 deaths gems (including the hammer) and not fire or air.
|
Re: Your Top 10 Super Combatant Builds
It's also high encumbrance IIRC and low Prot. Soul Vortex is nice and all, but it's mainly an anti-chaff spell and really, there are other ways to get regen and 0 net encumbrance that don't have such a high opportunity cost. Plus, relying only on Soul Vortex is an invitation to get skelly-spammed to death.
I guess the question I should be asking is: what commanders/equipment setups do you think would benefit from Bone Armor? I could maybe see it on a Tartarian or a Cyclops because they tend to have Earth magic for Prot, don't need Ethereal, and doubled HP on a Cyclops (let alone a Tartarian) is enough to survive Gifts From the Heavens! -Max |
Re: Your Top 10 Super Combatant Builds
Something tough and lifeless, like a Poison Golem or Gargoyle.
|
Re: Your Top 10 Super Combatant Builds
It's also not bad on the Earth Kings. They can cast invulnerability for prot, and summon earthpower if you're getting skelli-spammed. At the same time, they don't really need the soul vortex unless you want them spamming high level earth evocs (which they do well). If they're just stomping on things, going with hydra armor or stymph wings is pretty effective instead. Earthpower, invul, attack rear with dusk dagger/brand, shield of gleaming gold/charcoal shield/lead shield, starshine skullcap/wraith crown/horror helm, stymph wings/hydra armor, MR ammy, ring of regen.
Lead shield, starshine skullcap if you're worried about enemy mages (which you probably are), or one of the fire/earth shields and a brand if you're really worried about chaff...but with trample and blade wind I wouldn't be. Dusk dagger could be decent against SCs - is there a better weapon for that slot? (It's my go-to anti-SC weapon at the momnet, dual-wielded on quickened folks if possible). Horror helm is nice and cheap, plus i think stacks with stymph fear. Wraith crown is, well, a wraith crown and as amazing as 40 death gems should be. My SCs tend to get them later in the game or if I have found a const. site. |
Re: Your Top 10 Super Combatant Builds
Quote:
|
Re: Your Top 10 Super Combatant Builds
Blood daggers.
|
Re: Your Top 10 Super Combatant Builds
Quote:
|
Re: Your Top 10 Super Combatant Builds
Axe of hate is useful sometimes too, it has fatigue damage.
|
Re: Your Top 10 Super Combatant Builds
Gate Cleavers are AN, too, iirc and very high damage.
|
Re: Your Top 10 Super Combatant Builds
For raiding brends are best, fire to be exact since shadow or frost won't work on undead, and is AP also.
As for SC's, what item you'll use depends on what SC you're facing. Gloves of the gladiator are nasty especially in CBM, and combined with jade armor/boots and a stone bird. However, Golems are generally best anti SC units IMO. |
Re: Your Top 10 Super Combatant Builds
Quote:
-Max |
Re: Your Top 10 Super Combatant Builds
Quote:
|
Re: Your Top 10 Super Combatant Builds
Im relatively new to this so forgive me if im wrong. Re Tartarians, many people around seem to suggest this SC as if it was a clear option. But as far as I know after playing Ermor as my first nation so far, Tartarians come random so you can perhaps have a cyclops with no magic (as it has happened to me) and feebleminded at that, or maybe you have another type coming, etc.
Is there a way to actually be able to select the Tartarian you want? |
Re: Your Top 10 Super Combatant Builds
There is no way to select a tartarian you want, 1/5 of them come as commanders, others as normal units, most of them are feebleminded and have various afflictions, so you need either the chalice or GoH up to heal them so they can be used for fighting, and you need to GoR those that are units and not commanders.
3E2A are the best for fighting, Tartarian Titans are best with magic skills, they have 2 2 3 random paths, and Tartarian Monsters are the worst. Pretty much every game is tartarian oriented so It would be interesting to see a game without tartarians, or clams as to see some new ideas for late stage games. |
Re: Your Top 10 Super Combatant Builds
But they're cheap, only 10 gems once you've geared up to cast it, so you can get a lot of them and then pick which ones you want to GoR.
And you'll occasionally get non-feebleminded ones, even as commanders. |
Re: Your Top 10 Super Combatant Builds
Quote:
|
Re: Your Top 10 Super Combatant Builds
Interesting, although I'd leave blood summons since their numbers are limited.
Something I'd like to try, maybe I'll start a game like this soon when I have more time, A 4 team game with no Tartarians, gem generators of any kind, AC, AN, Burden of Time, Utherdark. More ordinary and conventional warfare. Let's see Bane lords, Spectres or Firbolgs put to a bigger use and not just a rush for the chalice and than Tartarinas like in 90% of the games. |
Re: Your Top 10 Super Combatant Builds
Quote:
|
Re: Your Top 10 Super Combatant Builds
2-2-3 is correct, though possibly misleading.
2 of any path, another 2 of any path, and another 3 of any path. There's just nothing preventing each of the 3 sets from being the same path. I'm not sure how else you'd describe it. |
All times are GMT -4. The time now is 09:51 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.