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moderation said:
The thug in question has 20+ strength so it pretty much kills anything in one hit, but I'm wondering what weapon and equipment combo I can use to keep it alive and affliction free longer.
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My first rule of defense is play to unit in questions strengths. The second rule is counter your opponents attacks, but thats a later lesson.
Anyways, if the thug has high defense, work on improving that. For example, a Niefle Jarl has an incredibly high base defense of 13. OK, thats not incredibly high, but its still good. Especially when you consider what bonuses they have access to. They all have base water magic of 3, meaning at least +3 defense there. They also get another +1 defense per each tick of the cold scale. They can also cast personal quickness for another +3 defense. Throw in a sword of swiftness (which has great synergy with personal quickness) for + 4 defense there. Other options include the Cat Charm for another +4 defense. This is before we factor in a shield's parry value and the effects of the chill aura on reducing enemy fatigue and thus attack skill. The rule of thumb is 30+ defense is untouchable by normal troops. This rule also applies to protection. So, if your thug has high base protection and access to earth magic, maybe protection is the route to go.
However, what inevitably kills units is fatigue. Meaning if you want to keep the thug alive when taking on hordes of barbarians, you have to give them some reinvigoration items. Nature magic has the best revig items, though earth has the girdle of might as well. Alternatively, for sacred units you can use an earth bless for some revig.
As for the best combo, focus on sustainability and not so much pure damage. Luck is ALWAYS a good thing, since it doubles a units survivability no matter what the attack. Luck is strictly the providence of Astral Magic. For high HP units, regen becomes very powerful and useful in this regard. Once again, nature has the best regen items (Hydra Armor and Ring of Regeneration). Regen also reduces the liklihood of afflictions.
Exact kits are going to vary per unit strengths and the resources of the nation, but for the above mentioned Niefle Jarl I like 1 sword of quickness, 1 horror helm (adds fear, great for PD), Boots of the Messenger (+4 revig), 1 luck amulet, and 1 anti-magic amulet combined with a (6N6E4W bless, +10% regen, +3 revig, and +2 defense). Jarls Casts at least personal quickness. Armor and shield as available. Both eye and vine shields are good options to have, though the default Ice Aegis ain't bad. Armor should be low encumbrance.