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Old November 1st, 2006, 11:31 PM

Windreaper Windreaper is offline
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Default Re: a difficult Pangaean strategy

Ah finally some good Pan discussion, time to return from hiatus. Thanks, that was an interesting read. I don't think the basic strategies will change too much from Dom2, so I'll focus on some changes in gameplay (mostly talking about EA/MA), sorry in advance for going bit OT. I've only played SP tesbeds in Dom3 so far, but here goes:

About the pretender. How do you cope with the lack of air magic? I've found it essential for some items and later Domes and Queens (with Pan research speed someone already has Wish before that, though ). Mind you, I've mainly used order/misfortune since Dom2, I found order builds with lots of CWs better, so you might actually get Arcopythera in time with Luck3. I need to run a Turmoil/Luck -testbed first, though.

Scales truly are a matter of preference, but I agree that Magic 3 is pretty much mandatory for Pan now that Sages are very rare.

Interesting unit choices. I've always felt Centaur Archers aren't worth the cost as you pay a lot for "unnecessary" stats (heck, I only used them for stealth armies in Dom1 and only because CWs didn't exist then ). I buy map move 2 indep. archers instead.

Besides, every PD seems to be loaded with missile weapons now, so light troops will go down fast. Couple of CWs on 'Fire closest' seem to be much more reliable at taking out PDs. I find CWs more useful when you need to partake in traditional warfare, too. Matter of preference and tactics, I suppose. I'll give the archers an another chance, though.

Same goes for Harpies, I find them more useful as patrollers even though they work against "soft" PD commanders. They rout far too easily, cause little damage and are a pain logistically, imo.

Now that Vine Ogres are 2gems per cast and Lamia Queens went up both in casting reqs and gem cost (25 gems, ouch), I find the carrion guys/gals (I absolutely loved the theme back in Dom2 too!) by far the best nature summon for Pan. They pay for themselves in about 10 turns or less and you get a nice commander on top of that (Carrion Lord is a 53hp 3N3H(!), 10% chance for 1D). The Carrion Beasts are also more powerful (Sagittarian Carcass, mmm) and actually keep up with your armies in forests.

I still believe the Mass Protection is a key spell for Pan and try to research it fast - especially since the Alteration school has a lot of other good stuff for Earth. Having that 10+ prot on Maenads/Manikin helps a lot as you'll eventually end up fighting properly .

I like the 1N Vine Arrow too - now your every Dryad is a sniper, why bother with Hierophants . Actually, since it's now easier to get good blessings, the Hierophant might be a very good thug/assassin chassis. They might actually work decently with just a Stinger, Weightless Kite and some mage buffs.
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