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Old December 19th, 2010, 08:14 AM

Nightfall Nightfall is offline
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Default Re: Trying to improve my MA Abyssia Pretender Design

Quote:
Originally Posted by earwicker7 View Post
So here's my final one, which will get single player testing, followed by any tweaking necessary.

Great Warlock, Awake, Dom5, Prod1, Growth2, Heat3, Magic all 2 except for E4.
Okay, your big problem here is that you don't seem to have a clear direction...

Scales work better in combination...

Production is worthless if you don't have Order 3
I agree with whoever said Magic 1 is almost necessary for Abysia.
I personally think Growth is not worth the points for Abysia, but if you want to try it, Growth 3 is a must, as it has synergy with itself
Luck synergises well together with Death or Turmoil, Death 3 is very playable with Abysia. (this does hurt though)
Sloth is very doable as Abysia if you are willing to use a humanbred / salamander mix (don't underestimate this combo, at about 2 salamanders per 10 humanbred, it works _very_ well if you mix them in... DO NOT use the salamanders as a seperate unit)

You also need a clearer direction with paths.

Fire 1 is almost a necessity, allows you to forge both flaming skulls and soul contracts. It is possible to empower this, but unlike a lot of other nations, you _always_ have good uses for fire gems.
Air 2 is hard to leverage, Air 4 is much better, 3 is workable with a ring of wizardry.
I'm not sure you get much value out of water, unless you want it for something specific.
Earth 4 is a nice bless for your national mages and provides access to earth boots to boost warlocks.
Astral, take it at 5 or 6, for stuff out of reach of your warlocks, or not at all.
Death 1 is almost a necessity, the other half of the requirement for flaming skulls, I'd go Death 3, as it will give you access to boosters and easy diversification into death mages.
Nature 4 is a nice bless for national mages, works well with pheonix pyre to reduce afflictions, and allows you to use shrouds on mages with disease. Also gives you access to boosters for the many varieties of N1 indy mages, which will allow them to site search. If your using Magic 1 most of these guys are better options than salamanders for research recruiting.
Blood, for the same reason as astral take it at 5 or 6 or not at all, 6 is needed for soul contracts, 5 is workable because an armour of souls is a good enough item in it's own right to justify a slight delay in soul contracts.

Last edited by Nightfall; December 19th, 2010 at 08:36 AM..
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