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Old December 11th, 2003, 05:37 PM
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Default Re: Please Help Me Tune My Man

Quote:
Originally posted by st.patrik:
Might as well add my priorities for nature research:

Alt. 6 - Mass Protection
costs a gem, but everyone gets barkskin - great for turning medium armour units into high-armour units

Conj. 4 - Strength of Gaia
Conj. 5 - Howl

Strength of Gaia gives side benefits as well as increasing your nature power, and howl is a nice way to harass casters since you can't target them anymore

Ench. 4 - Haste
Ench. 6 - Relief

Haste is nice if you're fighting an enemy big on missile weapons

Thaum. 5 - Growing Fury
Thaum. 7 - Charm

Growing Fury makes your guys go berserk, which means they won't rout. This is good
Charm is high-level, and short range, but otherwise good news

Construction (in general)
Everybody likes construction - specifically for treelord's staff or thistle mace to boost power, and if you have air various anti-missile items. Re-invigoration items are always nice too.

I don't much go for evocation, unless I'm making a poison-resistant army - which takes a lot of gems for summoning, and isn't always compatible with your regular army.

just my 2 cents
I've forgotten "Mass Protection". "Haste" is new in Dom 2 - I think, I haven't checked it out yet. I have mixed feeling on "Growing Fury". I haven't Lasted long enough as Man in MP to check out how useful it is yet.

"Charm" is nice but wasn't really practical In most cases, it's easier to kill an enemy than to defeat his/her MR. Also, anything beyond Level 6 is usually too late in the game to give a rule - you don't really know whehter you want to focus on Nature and you might have priority in some other paths.

"Evocation" is important for Man (Air), at least for the "Orb Lightning" or "Wrathful Sky".
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