Re: The Chosen Ones - Intermediate EA Game
No problem tratorix, it's probably better this way since we managed to wind up with an end game which was going to drag out for awhile.
I was wondering how Burden of Time affected everyone. Did it really hurt you guys or did it just kind of tickle? Obviously I wanted it to go on a little longer (and had 170 death gems in it) but it got replaced by another global.
Some things I learned:
- Cheap/PD fire mages can blindness spam, so fire-immune grendel thugs that only have 21 MR can still get compromised by raiding.
- Blood is still very strong, even with the CBM nerf, if you can be one of the top 2 blood nations in the game.
- If you're fighting a large battle against a nation that can't banish to inferno, just send your thugs barreling out the front door to wreak havoc. Give them MR because confusion spam is annoying!
- Bone grinding is mundane damage and doesn't crack mistform. I didn't test this but I recall it happening when I fought Caelum. If this is valid, then strong death nations (anyone that can get a natural 4D caster) that could scrape together an air caster that can cast fog warriors could potentially have an amazing first round attack on large armies.
- "Endgame Diversity" means that water and fire gems are incredibly useful. Giant Krakens with an Earth pick + luck amulet + girdle of might + antimagic amulet (or ring of regen) rule the water. Grendelkin (and maybe wendigo)rule the land. Zmeys make fire nations able to raid incredibly well, and Ember Lords are fantastic. Treants with 200 HP mean that you can cast Mass Regeneration every battle and rarely lose your caster. Unfortunately it seems like maximizing the number of these late-game, godlike summons you can field is almost the entire endgame now. It seemed that if you maximize expenditure in these high HP, high re-use units you'll do a lot better than if you waste resources on units with less than 150 total HP.
Last edited by Stretch; February 11th, 2012 at 01:58 PM..
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