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Old December 16th, 2009, 06:55 AM

Sombre Sombre is offline
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Default Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”

Random responses:

1. Taking water bless to help skaven close and avoid missile fire doesn't make sense. It only helps the sacreds close and without support they'll die horribly in combat (though they'll kill equal value usually). Meanwhile the rest of your army will be shot as normal.

2. Death blessing does indeed increase afflictions from poison clouds. It has no bearing on the second effect of pestilent bite though, which is the disease affliction, not damage. It's also mr negates iirc. The disease not the bite.

3. Regarding warpstone, it doesn't exactly fit any path in dom3. I haven't defined it as F/D in the mod either. Only warpfire is F/D. Warplightning uses E, poison wind uses E/D, moulder breeding is B/E (earth representing the requirement of warpstone) and pestilens plague magic is D and B (and uses less warpstone). So if anything warpstone itself, as a resource, is a mixture of E/F/D gems.

Skaven having nature makes no sense at all to me. They're this unnatural hyper industrialised urban race that consumes, warps and destroys everything they come into contact with. It's true that the crossbreeding spells are B/N in dom3 as are many of the poison spells (also involving W), but I have to look at the bigger picture and its death, fire, earth and a little blood that fits the skaven. Regarding astral, it doesn't make sense for anyone other than the grey seers, but for them it makes total sense to me. They're masters of mental magic and they're called 'seers' for a reason. If you're thinking 'hey in dom3 astral magic = magic of the stars, celestial bodies etc' then ok, but keep in mind the Grey Seers are completely obsessed with tracking Morrslieb (the evil moon in WHFB) and the warpstone meteorites that fall from it. That aside I'm concerned with the wider range of spells in astral, most of which aren't directly tied to anything celestial.
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