| 
 | 
     
    
    
    
     
    
    
    
 
    
    
 
    
     
    
    
    
     
    
    
    
     
    
    
    
 
    
    
 
    
    
 | 
       | 
      
 
 
	
		  | 
	
	
 
 
		
	
	
	
		
	
	
	
		
		
		
			
			 
			
				June 9th, 2007, 02:12 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Major General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2006 
					
					
					
						Posts: 2,198
					 
					 
	Thanks: 90 
	
		
			
				Thanked 32 Times in 22 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Wild Hunt & Ghost Ship Armada too weak?
	
			 
             
			
		
		
		
		Wild Hunt & Ghost Ship Armada both fun, amusing spells in SP play but a waste of time in MP play because by the time you can cast them, players armies are too powerful and it ends up being a waste of gems. 
 
Has anyone got any good use out of them?   
 
Given that Wild Hunt is conj 9 N6 spell to cast and Ghost Ship Armada is Ench 7 W4D3 to cast with 50N and 60W gem cost, shouldn't both those spells be given a serious power boost in a future patch?   
 
Lets make both those spells desirable to cast. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				June 9th, 2007, 03:37 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Corporal 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2006 
					
					
					
						Posts: 57
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Wild Hunt & Ghost Ship Armada too weak?
			 
             
			
		
		
		
		Make the "Ghost schip armada" have more and/or stronger skeletons. They dont even got armor. However on sea, nobody wears heavy armor. And the weapons they got are good. So i say we increase amount of skeletons. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				June 9th, 2007, 03:40 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Lieutenant General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Dec 2003 
					Location: Alaska 
					
					
						Posts: 2,968
					 
					 
	Thanks: 24 
	
		
			
				Thanked 221 Times in 46 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Wild Hunt & Ghost Ship Armada too weak?
			 
             
			
		
		
		
		Those are two of quite a number of globals that seem kind of fun but don't come near justifying their cost. Wrath of the Sea, Second Sun, Riches from Beneath, and a bunch of borderline ones whose use is extremely niche if any. 
 
Unfortunately, the only moddable parts of these spells are the research, gem and path costs. This works for some spells like wild hunt, but for others you would have to make them so cheap and easy to cast it would be unthematic. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				June 9th, 2007, 03:44 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				First Lieutenant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Jan 2007 
					Location: Tampa, FL 
					
					
						Posts: 687
					 
					 
	Thanks: 0 
	
		
			Thanked 1 Time in 1 Post
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Wild Hunt & Ghost Ship Armada too weak?
			 
             
			
		
		
		
		Agreed, although I think the changes wouldn't necessarily have to be to the spells but to their paths/costs. 
 
By Conj 9 few care if they lose a priest here and there unless they've randomly Thug'd one.  Also, by Conj 9 no one is going to waste a slot or extra gems to cast it when there are more appealing globals. Possibly drop down to Con 6, same cost? 
 
Ghost ship isn't that bad really except the high gem cost.  Its more of a way to annoy enemies than anything else.  Possibly Ench 6 and 40 gems (think 30 is more reasonable for the benefit, but doubt it could go so low).  Unless the spell was changed completely to either attack multiple sites per turn (a la Wild/Kindly) I wouldn't see it being that popular to begin with. 
 
IMO there are the game winners 
Utterdark 
Bounty 
Nexus 
Burden(?) 
Thetis (situational) 
 
The very useful 
forge 
all the gem producers 
GoH 
 
So-So 
Morgana 
Wrath 
Corruption 
Riches 
Haunted Forest 
 
 
Fun, yet not really worth it unless situational 
All the rest 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				June 9th, 2007, 04:31 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Lieutenant General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Dec 2003 
					Location: Alaska 
					
					
						Posts: 2,968
					 
					 
	Thanks: 24 
	
		
			
				Thanked 221 Times in 46 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Wild Hunt & Ghost Ship Armada too weak?
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				jutetrea said: 
Agreed, although I think the changes wouldn't necessarily have to be to the spells but to their paths/costs. 
 
By Conj 9 few care if they lose a priest here and there unless they've randomly Thug'd one.  Also, by Conj 9 no one is going to waste a slot or extra gems to cast it when there are more appealing globals. Possibly drop down to Con 6, same cost? 
 
Ghost ship isn't that bad really except the high gem cost.  Its more of a way to annoy enemies than anything else.  Possibly Ench 6 and 40 gems (think 30 is more reasonable for the benefit, but doubt it could go so low).  Unless the spell was changed completely to either attack multiple sites per turn (a la Wild/Kindly) I wouldn't see it being that popular to begin with. 
 
IMO there are the game winners 
Utterdark 
Bounty 
Nexus 
Burden(?) 
Thetis (situational) 
 
The very useful 
forge 
all the gem producers 
GoH 
 
So-So 
Morgana 
Wrath 
Corruption 
Riches 
Haunted Forest 
 
 
Fun, yet not really worth it unless situational 
All the rest  
			
		 | 
	 
	 
 Tweaking the gem cost and pathcost like what you suggest is almost exactly what the CB mod does for ghost armada, and sad to say I still have yet to see anyone cast it.
 
I would categorize the globals more like this:
 
Game winners: 
Forge of the Ancients 
Arcane Nexus
 
Very Useful: 
Gift of Health 
Most of the gem producers 
Haunted Forest 
Nature's Bounty
 
The niche: 
Fata Morgana 
Mechanical Militia 
Lure of the Deep 
Wrath of God 
Maelstrom 
Stellar Focus
 
The very niche: 
Guardians of the Deep 
Thetis Blessing 
Astral Corruption 
Illwinter 
Perpetual Storm 
Utterdark 
Burden of Time 
Strands of Acrane Power 
Enchanted Forest 
Eyes of God
 
The near useless: 
Wild Hunt 
Ghost Armada 
The Kindly Ones 
Riches from Beneath 
Second Sun 
Wrath of the Sea 
Dark Skies 
Foul Air 
The Looming Hell
 
And that's being pretty charitable with 'very niche' given half of them I have never seen cast at all, and the other half I have only ever seen succeed in annoying the other players enough to gang the caster.  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				June 9th, 2007, 05:20 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Brigadier General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2006 
					Location: Northern Ireland 
					
					
						Posts: 1,923
					 
					 
	Thanks: 2 
	
		
			
				Thanked 5 Times in 5 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Wild Hunt & Ghost Ship Armada too weak?
			 
             
			
		
		
		
		I pretty much agree with QM but i would move a few. I would say astral corruption is atleast niche. If you have the best blood economy its great so it would be niche rather than very niche for me(although i do play blood alot so my opinion may be biased). 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				June 9th, 2007, 05:29 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Second Lieutenant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2004 
					
					
					
						Posts: 483
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Wild Hunt & Ghost Ship Armada too weak?
			 
             
			
		
		
		
		Doesn´t ghost ship armada have a couple of unique dudes, like the captain? You could improve their stats to make them a bit more fearsome. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				June 9th, 2007, 05:34 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Second Lieutenant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2003 
					
					
					
						Posts: 477
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Wild Hunt & Ghost Ship Armada too weak?
			 
             
			
		
		
		
		Foul air is a really nasty spell when the AI casts it. Every unit in the world which gets wounded gets diseased. The main problem is that nations which would benefit from it struggle to find the air magic to cast it. 
 
Maybe Lanka...? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				June 9th, 2007, 08:10 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Major 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2006 
					Location: Bern, Switzerland 
					
					
						Posts: 1,109
					 
					 
	Thanks: 14 
	
		
			
				Thanked 17 Times in 14 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Wild Hunt & Ghost Ship Armada too weak?
			 
             
			
		
		
		
		I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath. 
 
I dont understand anyway why the globals are limited to 5. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
 
	
		
	
	
	
	
	
	
	| Thread Tools | 
	
 
	| 
	
	
	
	 | 
	
 
	| Display Modes | 
	
 
	
	
	
	
		
		  Hybrid Mode 
		
	 
	
	 | 
	
	
 
 
	
		
	
		 
		Posting Rules
	 | 
 
	
		
		You may not post new threads 
		You may not post replies 
		You may not post attachments 
		You may not edit your posts 
		 
		
		
		
		
		HTML code is On 
		 
		
	  | 
 
 
	 | 
	
		
	 | 
 
 
     |  
 |