Re: Nation - Tomb Kings - Released!
At the moment, I'm building up buried and commanders for 3 turns and sending them out, most of the time it's 2 buried and a high priest, but in some of my forts I do 3 high priests. Earlier on I built more priests but the game is a ways in now and I have tons of them running around. I find the divine spells very useful, particularly Resilience as it brings buried from 4 to 13 prot, which is really useful. The Undying isn't really that useful on the troops but it's quite a bit better on Tomb Kings, scorpions and ushabti, especially for a nation with no native nature magic. Heal the dead is a bit hard to rely on as you can only script so far, and the ai would rather just cast revive dead when the scripting runs out. Strength of the Tomb has been bugging me though, the MR negates tag on it has made it pretty pointless to cast since almost every unit I have has 18+ MR when blessed.
I just like astral fire, it has a large aoe, does lots of an damage, plus with the high magic resistance on everything I'm using it's not very likely to do much friendly fire. Earth gems were a problem because I had an earth gem income of 7 for most of the game and I need to forge starshine skullcaps and crystal coins to be able to cast it since I've only gotten one tomb king so far with natural astral as high as 2. So it was tough trying to do that while summoning ushabti/anubites.
I'm pretty sure it does work, they do get the regeneration buff, it just wasn't healing the only scorpion that had taken damage in that battle and I think it was because it was on fire. I've seen it work on the other units, so I don't see why it wouldn't. Undying Tartarians would be rather nice. I don't think I'm going to get to play with them in this game though, I'm too close to winning. Maybe next time I'll focus less on enchantment.
Last edited by rdonj; October 4th, 2008 at 06:58 AM..
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