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Old July 1st, 2008, 07:07 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod and patch 1.17

LA GATH

Conjuration

Summon Mazzikim - N1, RL3 - 8 / 3 Vanilla, 8 / 3 CBM. Castability: Very Easy. These are basically imps. Their high defence is a plus and they have two attacks and good att, but with low str they aren't going to do that much in combat. Their cost is already pretty much fair, which sets the tone for these summons.

Call Malakh - S2, RL4 - 1 / 9 Vanilla, 1 / 9 CBM. Castability: Easy. A Commander summon. The Malakh is potenitally thuggable, though its stats are only that of a semi-elite human warrior. It does have stealth, shock and fire res 50 and awe+3 as well as flight with mapmove 4. Having full slots it makes an ok budget raiding thug along the lines of the black servant or Bane, since it's H1 it benefits from a bless too. They have no leadership ability so that's all they're good for. I think the price is ok for that.

Summon Lilot - N4, RL5 - 1 / 25 vanilla, 1 / 25 CBM. Castability: Average. A Commander summon. You can get them by climbing nature the traditional way using an Abba as a base. These are effectively the same as Succubi - they have the same version of seduce that brings the converted commander to your home province. They have ever so slightly worse stats than the blood summon, but it's barely noticeable. I think they might be slightly overpriced and I'd be happier with them at 1 / 20 or so. They are just weaker succubi after all.

Call Hashmal - S3F1, RL6 - 1 / 21 vanilla, 1 / 21 CBM. Castability: Hard. A Commander summon. None of your recruitables have the magic to cast them and even getting S and F on one caster is quite unlikely. Still you can get to S3 with a boosted Kohen Gadol and then empower with 1 fire. These guys are clearly made for thugging. Awe+4, fireshield 8, H2, flying, ethereal, fire immune, shockres - only drawback is only 2 hand and 2 misc slots. Still I think they're well worth the cost as anti chaff thugs.

Call Arel - S4N1, RL7 - 1 / 39 vanilla, 1 / 39 CBM. Castability: Hard. A Commander summon. You're again looking at boosting S2 to S4 then empowering to cast. These aren't made to be thugs, but they could perform the role slightly better than Malakhs due to higher hp and awe+5. Their real feature is healer 50 which is pretty impressive and N3H3, which does provide Gath with a new path,.. sort of. It's not worth it to get them as thugs, not really worth it for the paths either. I think they need a cost decrease, but there seems to be some thematic pricing going on, so I don't know what to suggest, maybe 1 / 31 ?

Call Ophan - S5F2, RL8 - 1 / 49 vanilla, 1 / 49 CBM. Castability: Very Hard. Everything that is true of the Hashmal is also true of the Ophan, though the Ophan is an upgrade in almost every respect with better hp, awe, fireshield, H3 and full shock and poison immunity on top of the fire immunity. Crucially they have natural prot of 21. They are enc 1 flying tramplers and they have patrolbonus 50, not that you'd use them for patrolling. You also get mapmove 5 and they're lifeless which is a plus for avoiding certain pitfalls. They are pretty much the ultimate chaff killers. The only downside is they only have 2 misc slots. I think the price is probably fair.

Call Merkavah - S7F3, RL9 - 5 / 222 vanilla, 5 / 222 CBM. You get 1 Chayot commander and 4 Ophanim troops. Castability: Impossible. Almost certainly a pretender summon. The Chayot is a completely bat**** unit on par with the Seraph. It has 4 forms - S4, A4, F4 and E4 which it can change through at will. They are all shock, fire and poison immune, have awe+6, H4, flight with mapmove 6, fireshield 10, full slots and excellent stats. If he's in his S4 form in battle you have to kill him 4 times effectively before he dies. If he's A4 it's 3 times, F4 it's 2 and if he's in E4 by choice you can finally kill him with no second shapes. All this and he isn't even unique. The Ophanim are nearly as good as troops as they are as commanders. I don't even know where to start with a spell summoning this much muscle. I think 222 seems reasonable though. It really is that powerful.


Enchantment

Memories of Stone - D2E1, RL5 - 5+ / 10 vanilla, 5+ / 10 CBM. Castability: Easy. Fossil warriors are magic and undead which is extremely unusual. Like statue summons they have super high prot of 25, enc 0 and are actually pretty solid in combat. I think the costing here is fine. It's much like 'enliven statues' really.


Blood

Summon Se'irim - B2, RL3 - 8 / 33 vanilla, 8 / 33 CBM. Castability: Very Easy. These guys have some serious offensive power with 3 attacks at str 16 att 13 and berserk +4. They're also sacred. I'm pretty sure they're costed about right - great summon.

Summon Shedim - B3A1, RL4 - 3 / 32 vanilla, 3 / 32 CBM. Castability: Very Hard. Essentially you have to empower a boosted Kohen Gadol in air, but have no access to air gems. If you compare them with storm demons they are physically a bit more powerful and better in melee, but lack ethereality. Other than that they are very similar and should be costed similarly. Hence I suggest 3 / 20.
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