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Old June 3rd, 2004, 06:28 AM

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Default Re: Death & Blood a little borked?

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Originally posted by Cohen:
Death is superior to Astral in direct combat magic, since Death spells can't be stopped, while astrals are countered by magic resistance (easily improved by amulet of antimagic).
Little Hint. There is only one spell in Death that can't be resisted. And it's a single target, 100 precision spell with 14+ Damage that requires 4D to cast. It is also Alteration 5. A more damaging spell Bone Grinding is actually a better use unless you are dealing only with a Life Draining SC that has no defense. And an AMA will only protect you from some things. You can still be Soul Slayed, and Paralyzed if you are playing someone who knows what they are doing, quite easily.

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Astral however is a little more versatile, cause covers all aspects, but it most is beaten by others.
Wrong, actually Astral is usually second in EVERYTHING with the exception of summons (which if Golems didn't require Earth 2 to cast, they would not be). I don't know how often you use Stygian Paths to have an instant react force, but I'm willing to bet quite a bit Teleport and Gateway are used infinitely more. (Not to mention the Gate Stone and Boots of the Planes).

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Nature is good too, except for their unique summons, that I believe should be a little "stronger" ... I mean, their problem is = move.
Treelord's suck. No question there, but Faerie Queens and Couatl's are extremely potent. Not to mention Lamia Queens.

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They can't too raise a lot their magic skill since they've 2 misc slot, so a Druid with a treelord staff can easily get 4N and having too the summoning vinethings bonus.
No clue what this means, but most of the summons for Nature come with great nature skills. Also you seem to be forgetting Mandragora's.

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Water I believe is very nice, but only for a strict selection of Nations, water nations especially.
Water is good for everyone. Though you don't need to have high levels of it to make it work for you.

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Fire I believe it's too strict, and not very well working. It should be the best battle magic, for direct damage, but it isn't since it could be resisted, while Death can't.
Death has only one spell. And it does have the best battle magic for direct damage. If you don't believe so, try using a 9F Moloch throughout the course of a game to lay down some punishment.
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Holy Pyre shouldn't be resisted by FR, if we consider the damage is HOLY and not FIERY, or however it should be affected at maximum by a 50% FR.
Witches still burned by fire. It was only Holy in the minds of those who burned them. Maybe you are putting to much emphasis on the "Holy" and less on the "Pyre".

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It lacks of a generic good global. Everyone has the "gem creation global", and fire has 2 specific global, a hot increaser (specific for hot nations), and an anti undead.
If Purgatory was not limited to Dominion Only it would be a fantastic global. Second Sun is only good for heat nations, but guess what types of nations have fire magic? With the exception of Marignon they all have a heat preference.

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Earth path is the best defence by "common" damage. Not very good IMO, except some cranking spells like Forge of the Ancients or Wizard Tower!.
Hrm. Defense for "Common" Damage? You mean increasing Protection to 30 with one 3E spell? Or Iron Will for MR? How about combat magic? Blade Wind? Petrify? Earthquake? Magma Eruption? Destruction? Marble Warriors? Weapons of Sharpness?

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E bless isn't very good too ...
Hrm. Isn't very good? Okay.
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