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December 22nd, 2003, 06:46 PM
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"New" Pythium and the javelin throwers in general
Have anybody checked out the (not exactly) new Pythium? I think it has become even more powerful. The legionaires are very useful. You don't have to build Emerald Guards all the time.
Also, javelin on the hands of legionaires, who have decent protection, are quite devastating. I guess somebody is right that javelin has been improved in Dom 2.
Any similar experience?
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December 22nd, 2003, 07:23 PM
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Re: "New" Pythium and the javelin throwers in general
Pythium really does seem overly strong compared to just about any other nation. The strat move 2 legionnaires with short swords and javelins (Principe) are in my experience by far the best national troop type (complete with standards). It would appear that traits that alone would make a nation powerful have been stacked onto Pythium.
[ December 22, 2003, 17:25: Message edited by: Teraswaerto ]
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December 22nd, 2003, 09:02 PM
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Re: "New" Pythium and the javelin throwers in general
A side note: the usefulness of javelin has made the Sun Warriors of Mictlin very interesting. They're holy and cheap (17/14). If you could get some good bless effects for them, they would be very usable.
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December 22nd, 2003, 11:37 PM
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Re: "New" Pythium and the javelin throwers in general
Quote:
Originally posted by ywl:
A side note: the usefulness of javelin has made the Sun Warriors of Mictlin very interesting. They're holy and cheap (17/14). If you could get some good bless effects for them, they would be very usable.
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In my experiance these are about the only useful unit you get for expansion with Mictlan. I have generally tried them with the Earth9 to give them enough protection to get good survivability and they work ok. However inability to get a high enough dominion to produce serious numbers makes the Sun Warriors not that significant in the long term. Its the Ulm IF Templers problem only worse as Sun Warriors die easier and as you are so dependent on them early its really hard to build up numbers.
[warning feature imbalence rant ahead]
Pythium is quite remarkable compared to other races and the only explanation I can give for its all round strength is that they wanted some nations to be much better than others. I almost wrote a very sarcastic post on the topic when I was in the midst of suffering with Tien Ch'i themes and Mictlan but managed to restrain myself somewhat. I do still feel that, given the strenght of Pythium (and Arco), the answer for races like the Tien Ch'i themes and Mictlan is simply to make them better and there is alot of scope for this. Its also a powerful argument for improving the accuracy of Abysian mages as Abysia is unlikely to rival Pythium and Arco in terms of strength so why should we have to put up with such a painful, mocking, feature playing Abysia? If some races get it all (or very close) then why can't the "cripple" features in the game get a serious boost? Was it a perverse form of humour to give the race with fire magic and fire resistent troops such a low precision that this seemingly excellent combination proves irritating in practice?
Another one is the low level blood summons that require a powerful blood mage to summon one ok devil a turn. For all the difference low level blood summons make to the game they may as well have left them out. Its an odd combination the extreme caution shown with some features to make sure they arn't to powerful and the richs that the uber races get. Caelum in Dom1 was truly ridiculous. Useability imbalences is the feature that has always annoyed me most about Dominion as it has huge impact on cutting down the avaiable play options and combinations. Fortunatly its not so bad in Dom2 - chiefly because the reduction in the power fo air magicmeans you don't have to have access to air for thunder ward to be a serious contender.
Please Illwinter try to make as many as possible options fun and useful.
Aaah well not to worry. Incompetent Abysian mages and useless low level blood summons have been with us since Dom1 and its unlikely that this will change.
Cheers
Keir
[ December 22, 2003, 21:38: Message edited by: Keir Maxwell ]
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December 23rd, 2003, 01:21 AM
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Re: "New" Pythium and the javelin throwers in general
Quote:
Originally posted by Keir Maxwell:
quote: Originally posted by ywl:
A side note: the usefulness of javelin has made the Sun Warriors of Mictlin very interesting. They're holy and cheap (17/14). If you could get some good bless effects for them, they would be very usable.
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In my experiance these are about the only useful unit you get for expansion with Mictlan. I have generally tried them with the Earth9 to give them enough protection to get good survivability and they work ok. However inability to get a high enough dominion to produce serious numbers makes the Sun Warriors not that significant in the long term. Its the Ulm IF Templers problem only worse as Sun Warriors die easier and as you are so dependent on them early its really hard to build up numbers.
> Snipped <
Keir Protection 12 is not bad, it's similar to Man's Sidhe (13) and tower guards (non-holy). Mictlan also has access to the spell "Protection". So their protection could be easily raised to 19. Not bad at all.
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December 23rd, 2003, 02:12 AM
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Re: "New" Pythium and the javelin throwers in general
Quote:
Originally posted by ywl:
Protection 12 is not bad, it's similar to Man's Sidhe (13) and tower guards (non-holy). Mictlan also has access to the spell "Protection". So their protection could be easily raised to 19. Not bad at all.
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My low end on what is a decent Prot for HI is use Ctis City Guard with prot 14 used as arrow catchers with strat move 2 making them very useful HI. Prot 12 for a move 1 HI is pretty dodgy.
Sidhe have glamour and high def to keep them alive while Tower guard arn't very good are they? If they had a move of 2 I could think up some uses for them but as it is I ignore them as belonging to the Category of unfortunate troops. Still the only Man race I've used in Dom2 is Tuatha so I could be wrong.
My Last Mictlan try had the fountain of blood with blood 5 and water 9 to give the Sacred troops and mages a boost in both defence and offence but it didn't work. The best I have done is with earth 9 - though blood 4 makes quite a difference to offensive punch to what are still mediocre HI when blessed. The Sun Warriors have low protection for their role, they are slow strategically and tactically, you can only build a very limited number per turn in your capital *and* they are your best national unit. Problematic. However I'm still keen to work away at Mictlan every once and awhile in the hope something new will pob up - like the upcoming patch.
Your idea of protection is interesting. Lacking a cheap nature mage and with protection having an area of 1 Mass Protection is what is really needed. Mass Protection is too far away to be there when you need it early. Still definitly something to keep in mind as Mass Protection would really seriously improve the army.
Cheers
Keir
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