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Defining pretenders
I think I'm finally getting the hang of pretender creation. Without going into excruciating detail, I claim there are two major divisions with five total subsets:
+COMBAT PRETENDERS+ Non-Mage: Needs lots of HP and a viable attack of some sort. Seriously needs help from items. Skip magic entirely (or almost entirely) and use extra points on dominion. Mage: Needs enough HP to survive a few random blows. Magic should be tuned towards battlefield spells. With enough magic picks, makes an excellent leader of magical / undead. +NON-COMBAT PRETENDERS+ Standard Mage: Research, item manufacture, summoning, etc. Can be made 'on the cheap' to afford good dominion picks. Rainbow Mage: Site searcher extraordinare. Tons of options, but not a powerhouse caster. Most flexible of all pretenders. Bless Effects Mage: All 4s and 9s. ---------------------------------------- Am I missing anything? Did I get any of these wrong? ~Aldin |
Re: Defining pretenders
A throw-away combat pretender? Not that you have to have a pretender if you want to use the points somewhere else. I guess thats the first one you mentioned.
I came across combat pretenders from the back side. While pursuing a "how many blessings can I get" or "major scale bonuses" I would end up with a combat pretender that I put nothing in and really didnt care if he died. That lack of concern actually made him far more useful to me then when I tried combat pretenders seriously. After he started surprisingly surviving I started giving him equipment and having alot of fun. [ December 23, 2003, 16:24: Message edited by: Gandalf Parker ] |
Re: Defining pretenders
A combat pretender of the "Super Combatant" type will typically use magic to cast spells that augment his melee capability, like quickness, fire shield, iron skins, etc. A pretender with no magic seems like a bad idea.
The kind of "combat mage" you are probably thinking of would likely need to be immortal to be of much use. A blessing pretender with 9 in something will almost certainly be a combat pretender, to some degree at least. |
Re: Defining pretenders
The only time I'd use a pretender is at the very beginning of the game when I'd need that extra general on crack to do some damage or something, Moloch makes a nice one gets a few free imps every battle, plus he slices and dices though the competition.
But yah, as Tera said.. immortal is almost a must, and then you better bring a huge army to be damn sure you capture the province. |
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You seem to have missed out bargain bin gods whose only real role is to not cost many points. Not so popular in Dom2 as Dom1 but still a good choice for a race relying on powerful dominion, good troops and native mages. cheers Keir |
Re: Defining pretenders
Okay, thanks for the responses. Sounds like I've got the bless effects pretender in the wrong Category. That's not suprising as my biggest weakness right now is battlefield magic.
A throwaway pretender? As in worthless? What keeps that from fitting either the Standard Mage Non-Combat or Non-Mage Combat role? They also serve who only generate a few points of research, right? ~Aldin (trying to imagine a zero cost pretender with no combat abilities and no spheres of magic) |
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The thing that defines a bargin bin god is why it is being bought - its being bought because its cheap. Its not there to win the war or even contribute majorly - thats the job of the army and mages and the god is really just there to applaud and offer encouragement. So it could be a Fountain of Blood, Oracle or some other cheapy which has some useful role but has been chosen because of its cheapness to free up points for dominion. Sure the same pretender can perfom a wider role but in the specific race its job is to not cost anything in order to free up points for dominion. It may be the case that bargain bin gods, so commen in Dom1, have largely vanished as you have enough points to invest in a enhanced pretender with the vast majority of races and immobile pretender are not what they used to be. Pythium and Arco would be examples of races who would still want to free up alot of points for dominion. Something like: Pythium Oracle, Astral4, Dominion7. Order3, prod3, growth3, misfortune3, magic2. Wizard Tower. This is a very solid looking race which is designed to give you the most of your native troops and mages as possible as they are really very powerful and the mages have this growing affect (communion) whereby the more you invest in them the better the rate of return. The theory in this race is that you are focusing on what you really want to do - build HI and mass communions and expand fast. You don't need a combat pretender to expand fast. cheers Keir |
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[ December 24, 2003, 05:21: Message edited by: Teraswaerto ] |
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The thing is that as we move into multiple player games, even sucky strategies can earn major bonuses for NOT being what others are going to do or expect. Dont toss things based on "good" or "not good". Classify them with "pros and cons" and keep them in them in the box marked "time for a change of tactics" -- Even if someone cant be a good player, they can be a surprising one. |
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