.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Mind Hunt problems (http://forum.shrapnelgames.com/showthread.php?t=34159)

incognito April 11th, 2007 10:13 AM

Mind Hunt problems
 
I am playing a MP game as LA Ermor and I have a small problem: one of the players is a well-entrenched Ry'leh player with the capacity to cast 12 mind hunts a turn. What are the best defenses against this for LA Ermor? Freespawn leaders tend to die at a 50% rate when mind hunted, meaning I'll lose a lot of leaders fast if I am not careful.

calmon April 11th, 2007 10:24 AM

Re: Mind Hunt problems
 
The best protection against Mind Hunt is an astral mage.

Look for indies with astral magic and move/teleport them to provinces you want to protect and see how easy enemy mind hunters go feeblemind.

Mind hunt cost 2 astral gems so it hurts his gem base a little bit. Remember your freespawns would also die easily against arrow, earth elementar, ashen angel, etc.

PvK April 11th, 2007 03:21 PM

Re: Mind Hunt problems
 
Yes, Astral mages are a natural defense. A few other ideas: If you have gold to use, you could also recruit some scouts as temporary attack-catchers. You could also summon some cheap attack-catchers, such as Black Servants. You could also try to dodge to unexpected provinces. And/or cast domes...

incognito April 11th, 2007 03:43 PM

Re: Mind Hunt problems
 
Any easier-to-find indy sites with astral mages? I've noticed summoned mages are few and far between. For LA ermor, it's pretty much the Golem with direct astral. Naturally, a fair number of dusk elders get some astral as well, but with the loss of the couatl, things get kind of tough.

Wish April 11th, 2007 04:02 PM

Re: Mind Hunt problems
 
the only summonable astral mages are spectres (random), lamia queen (random or at least in dom 2 they could get astral) ether lords, and golems... tartarians (random).


the best inde astral is a sage though. either sages guild or library to make them - fairly common. there are also enchanters, sorceress, crystal amazons, iron order, seers

probably others I am not aware of.

Shovah32 April 11th, 2007 05:17 PM

Re: Mind Hunt problems
 
Dusk elders can get astral, problem solved. Just stick an astral elder in each province with important commanders.

1000yd_stare April 12th, 2007 03:02 PM

Re: Mind Hunt problems
 
Surrender to Ryleh is another option....

ologm April 12th, 2007 03:37 PM

Re: Mind Hunt problems
 
24 astral gems for 6 dead freespawn leaders doesn't sound that bad a trade for Ermor.

Throw some offensive spells back to kill his casters.

Psientist April 17th, 2007 11:37 PM

Re: Mind Hunt problems
 
How about the opposite question? I've yet - in dozens of attempts - to have a successful mind hunt, with astral mages ranging from astral 4 to astral 6, some with spell focii. I would think the odds would be slightly better than that... So far, all it has been for me is a costly "feeblemind self" spell.

Does anybody know the parameters by which defense against, and astral cord severing against, the mind hunt spell comes into effect?

MaxWilson April 18th, 2007 12:26 AM

Re: Mind Hunt problems
 
According to the manual, any astral mage in the targetted province has a 40% per astral level of detecting and feebleminding the Mind Hunting mage.

-Max


All times are GMT -4. The time now is 11:18 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.