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Old August 27th, 2004, 09:52 AM
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Default Re: equipment configurations for supercombatants (

Quote:
Sunray_be said:
Quote:
Vicious Love said:My favorite combo is more stylish than effective: Two daggers(Or Swords of Swiftness, if ambidextrous enough), Chi Boots, an Astral Serpent
Does an Astral Serpent really strike one more time for *every* other attack ? So a single werewolf (CoW) using the base claw/claw/bite routine could make 3 more poison attacks, making 6 armor negating damage and 9 poison damage every round ? A perfect counter against super-heavy units, or even against some SC (if you can bypass def) like Cyclops, Red Dragons, Manticores, etc. And the poison is cumulative, so even 1 hit will cause 30 pts damage in 10 turns (death poison) but 2 hits will cause 60 pts etc...
Does it work only in close combat or even for ranged attacks ? And for hooves (one more attack for cavalry) ?
TIA
hm doesn't poison resistence negate this anyway ?
i personally think the misc spot is more important for e.g. burning pearl for +att + fire resistence and the amulet of antimagic .

my favourite quite cheap allrounder equipment is :
blood thorn + lucky coin , starshine skullcap , copper plate , boots of quickness , burning pearl + amulet of antimagic .

for nonflying units with water magic i replace the boots of quickness with flying boots like with icedevils / nievel jarls .

all in all those scs which have already flying + either fire or lighning resistence are extremely good like the arch devils and the airqueens or pretenders like virtue .
unfortunately airqueens have no footslot .
really hard though to find a favourite
i like airqueens , the arch demons , tartarians , the ice devils and the arch devils especially as highend scs
but i have no real favourite
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