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Old October 9th, 2004, 11:10 AM

Tuna Tuna is offline
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Default Re: early fightin\' pretender spells

I'd just like to point out that fighting early indies is not the only thing a pretender is going to do. For example, if I'm doing a pretender for arco, it will most likely have at least death-4 for all those nice thugs. Most other non-nature nations will need some nature in case you will have to face a dead ermor, and for faery queens and the like in the late game. In games with only a few players, e-2 (if you have feet) for hammers. etc etc.

Because of this, when designing, I dont usually think "Now what paths will I have to take so that I will mop indies?", but, "How can I capitalize on these paths so that I can mop up indies?".

My current fave is a Prince of Death with 5-7 death (just put in all points you have no better use for), 5 air and 3-4 earth. Early, give him 2 water swords (or other high-def weapons if water gems are not availale), research alt-3 and off you go. Later, he calls death thugs, forges hammers and staves of elemental mastery, calls air queens and earth kings, and works as a decent battlefield sc/ artillery platform. Works well with arco, caelum, pythium, etc.
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