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Vastness in combat?
So I got myself a Vastness; the unit with the coolest description and graphic in the game (IMHO).
Throw in combat after GOR; and the V decides to use his (un-)amazing level 3 Astral spells instead of his much more effective sounding natural weapons. Both when set to orders NONE and CAST SPELLS. So I decide to set it to FIRE WEAPONS - no go. Attack rearmost - no go. My question: how can I get the Vastness to use his 4x, 100 range, 100 accuracy, deadly sounding (not seen it yet tho!) personal weapons (forgot the description of those...)? Right now it is acting like a 180g wimpy mage instead of a 100 gem Ultimate Street Fighting, *ss Kicking, B*ll-breaking Summons. |
Re: Vastness in combat?
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The "no orders" option defaults to "Stay behind troops" for commanders, which tends to mean "cast spells". Quote:
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[ April 16, 2004, 18:41: Message edited by: Norfleet ] |
Re: Vastness in combat?
Don't discount that Astral!
Personal Luck is an absolute necessity for it to cast before mixing it up... Blood Vengeance (which is the main reason that the Vastness is so beloved) works when units try to hit the Vastness... so it's obviously best to be attacked and not get get hit! This is especially fun with large amounts of javelin throwers/archers as they explode in a puff of blood halfway across the battlefield... I also like to cast Astral Shield and Resist Magic before heading in... but you don't want too much fatigue before he heads in to fight. (I found this out recently in an MP game http://forum.shrapnelgames.com/images/icons/shock.gif ) |
Re: Vastness in combat?
Also, don't forget there's no missile animation for the vastness' ranged attacks. http://forum.shrapnelgames.com/images/icons/icon7.gif
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So casting personal luck would actually reduce the occurence of blood vengeances. |
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Though that means that, if you say empowered your vastness with earth magic and had it cast invulnerability, the Blood Vengeance would seldom come into play? |
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