Re: Guide to Marverni
No, they're not worthy heroes, they're Marverni non-unique national heroes which I guess Lch is unfamiliar with. They're B/N (don't remember the strength, but it's more than 1), and singlehandedly worth considering luck scales for as just one or two of these will open up a whole new vector for you. From blood sacrificing to boots of youth for your expensive mages, a little blood goes a long way.
As I've said elsewhere, specific pretender selection is a matter of personal taste, and there's enough leeway in what I lay out to give you room for variety. I've no doubt a blood fountain could be competitive, but personally I prefer to have my pretender doing things other than bloodhunting. Plus, Marverni is vulnerable to an early rush and needs a pretender to either be a SC or a force multiplier via flaming arrows, etc. People tend to discount the combat effectiveness of non-SC pretenders early on, but having access to a few crucial spells can certainly be much more effective than a poorly equipped SC in many situations.
Order - absolutely necessary
Luck - a good idea
Production - could be worse uses for design points, but not strictly necessary
Growth - a good idea - expensive, old mages.
Magic - a good idea
Temp - neutral, you need the gold and supplies
Basically you want everything, so you're gonna have to balance what you want to give up. There are several different competitive choices you could make, but as I mentioned originally I think it's a good idea to have your pretender get you into A/F.
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