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When should you forge weapons?
When should you forge weapons? What are some strategies used?
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Re: When should you forge weapons?
when you have dudes to wield them, you should forge them
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Re: When should you forge weapons?
when you have guys to use them effectively more like. Ranged weapons like the Thunder Bow, Fire Bola or Staff of Corrosion are a great way to get some use out of commanders that otherwise just sit there, like Legatus Legionis. Flame/Frost brands turn cavalry commanders into effective spearheads - or even good thugs, if they can self buff.
A lot of weapons are more specialized in use however, or only really useful when used by a supercombatant. |
Re: When should you forge weapons?
Frost Brand and Fire Brand at Construction 4 are good as they effectively attack a whole "square" of units and not just one unit in the square. They clear mobs of weak units quickly.
There are some anti undead or anti demon options, good if you know you will be facing them, especially vs SC undeads. Generally if you have a commander who has some innate survivability give them one of the brands and a shield (vine shield is a good one). Stick these guys (or gals) in with the regular troops and they increase the rate of killing. If your concerned about survivability then forge survivability gear, Pendants of Luck or armor. The idea however is to churn out as many of these guys a possible so the cheaper (in gem costs) the better. These guys wont take down an army but protected from too many attacks by being amongst your troops they do a good job of trying. Examples are the Niefelhiem giants (big, beefy and can be blessed), those Tir na Og guys (glamor and awe) or Banes (undead so no encumbrance and come with good armor). I have not checked if the latest CBM has made whips better.... If not just stay away from them. Dual wielding and 2-handed weapons are fun but having a shield is often much better. |
Re: When should you forge weapons?
when you need to smash something!!!!
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Re: When should you forge weapons?
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Re: When should you forge weapons?
Do keep in mind that for shadow brand, if antimagic (Or army of lead / Ulm equivalent) is a staple on the opposing side it won't be all that effective since the damage is MR resistible, otherwise their large AoE gives it great killing power against average or weaker MR troops.
Stone sword should ideally be wield by stone beings, like a GoRed gargoyle, otherwise you're liable to turning yourself into stone (big AoE that can hit yourself) if you fail an unlucky MR check, barring that you want really high MR and just pray Murphy don't rape you. |
Re: When should you forge weapons?
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As for the second point, I agree entirely, outside of terminology issues. Gargoyles do a pretty good job, and are often the best bet. The obvious exception is certain national spells - If you are playing MA Agartha, don't use a Gargoyle. The Marble Oracle is where its at. Coming back to the fire shield: There is an item called the Charcoal Shield. Anyone with one gets a fire shield attached to them. Not only does it add quite a bit to survivability, it cuts down chaff incredibly quickly. A fun combination (if not incredibly useful in multiplayer) involves a commander with terrible defense, Charcoal Shield, and Blood Vengeance. It stands there, and everything dies when they get near it. Bonus points for using a blind, mute mage with this strategy. |
Re: When should you forge weapons?
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Another good way to get leverage out of fire shields and blood vengeance vs chaff is mistform. Any hits that get through will only do 1 damage. That is why Dakini are usually that good. Just give them a shield an some mr, and they are good to go. http://dom3.servegame.com/wiki/Dakini |
Re: When should you forge weapons?
As a general answer to the OP, and speaking as a newb, I do find that a lot of lower level weapons seem pretty pointless: by the time I put it on a commander it's often worse (or little better) than the "in-built" it's replacing. (Doesn't stop me forging, though, I do it for fun:) ) Is that about right?
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Re: When should you forge weapons?
One thing I thought about with early game forging is, as a strategy, it can help your thugs get above 6 in their defense vs generic types they might face. I believe that the difference between attack and defense must be rolled on a die 6, and each time a 6 is rolled then another roll is done and added. Thus for attack and defense differences between <0 to 7 it only relies on a single die roll but above 7 you need two rolls in your favor to score a hit (the first to get a 6 and the second to be greater than 1). Thus the odds of getting hit start to go down greatly. And then if you get over a difference of 13... Given that some thug chassis have high base Def (the Vanheim commanders start with around 22-24?) then an Ice Sword and quality shield can push their def into a realm where your average melee type wont hit them this side of the next ice age.
Perhaps thats a reason to forge early, or perhaps an over analysis? :p |
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Re: When should you forge weapons?
Protection is good against normal troops, but once squads of enemies start using armour piercing or negating attacks, its effectiveness is greatly reduced. You're unlikely to encounter massive squads with these sort of attacks, early game, unless you're up against an opponent using certain bless strategies.
I'm fond of regeneration and reinvogoration on thugs. Iterative probability proofing vs. critical hits in order to better protect a gem investment. Reduces affliction chance too. |
Re: When should you forge weapons?
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It really depends what is your SC for. The best is a mix of everything. But i'll rather have a SC with Prot 30 and defense 10, than a SC with Defense 30 and prot 10. That's why awake E9 Cyclop with Prot 29 is a wonderful SC god to start expanding from the get go, and a W10 Fathers of serpents with Defense 29 and prot 5 can't. There are way much more mundane (and common) ways to ignore high Defense, than to ignore prot. |
Re: When should you forge weapons?
Etherealness is also great for avoiding mundane (non-magical) damage. I tend to think of it working best when combined with high defense. Mistform on the other hand, as well as any hit from a magic weapon, gets popped by high damage hits from mundane weapons. For that reason I tend to think of it working best when combined with high protection.
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Re: When should you forge weapons?
I agree, Mistform needs some prot to back-up. Etherealness is great when combined with other form of evasion (be it high defense, Awe, Luck, Glamour, or a combination of all of them). Even Twist Fate works great with Etherealness.
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Re: When should you forge weapons?
Even minimal Regen helps a lot if you have Mistform up. A normal human will go down pretty quickly even from 1 hp a round, but if he's regening that hp...
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Re: When should you forge weapons?
Well, late game most serious armies will have magic weapons. These pop mistform instantly. So remember that.
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