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Old September 5th, 2004, 01:21 PM
Mardagg Mardagg is offline
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Default Re: A question on Atlantis

Quote:
Boron said:

you are correct that the Kings of the Deep give you access to every path .
but most path increasing items need lvl 3 to forge .


That is not true.
For me,especially in MP,Earth and Death are the most important magic paths for Atlantis besides Astral and Water.
Earth for Dwarfen hammers and Death,because there are lots of nice summons,which fit very well into Atlantian troops.
Both have path enhancing items already at level 2,so no problem there.
In addition,also Nature has enhancing items at level 2...Astral...Water...

I feel that it has become usual for some people to consider certain nations or strategies weak or strong ,without ever having tested them enough in practice.
You know,there is a huge difference between theory and actual very deeply done playtesting(mainly MP),especially in this very complex game

I consider Atlantis to be a medium nation...playing water nations under certain conditions can be a huge advantage though.
The King of the Deep is for sure a strength of Atlantis and because of the 2 randoms belonging to the same path,it is not overpriced.
Also dont forget ,that it can be built everywhere.This should lead to a different result when comparing it with e.g. the Black Sorceror.

Regarding combat magic,I do agree with Cohen and Karacan.
The strength for Atlantis here,lies in the great diversity of available spells in addition with quickness.
Also you get access to some quite uncommon path combinations,which can surprise the enemy in combat.
If your enemy isnt frost immune,you are strong with quickened falling frost,niefel flames or frozen heart.
Dont forget,that Frozen Heart and Quickness can already be casted by the cheap Initiates of the Deep...thats a thing to consider.
At the very Last,you also have access to some potent Astral Combat magic.
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