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April 18th, 2007, 11:10 AM
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Major General
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Master Enslave
I was trying to figure out what I need to have to be safe to teleport in a astral-9 pretender, cast master enslave, then returning. The manual doesn't specify the mechanism that gems use to reduce fatigue, and the last thing I want is for my pretender to pass out from the initial casting to sit and die if the MR rolls go badly. So, assuming I've got a choice between astral boosters and penetration boosters, what's the best way to go? How many pearls does he need to be safe?
An astral-9 mage can use 9 pearls, 8 of which go towards the Master Enslave itself. He's got one above the minimum casting paths, so he'll initially generate 800/2 fatigue, minus whatever 1 pearl can reduce. Guessing that's not safe.
Astral-10 mage can use 2 extra pearls and starts with 800/3 fatigue. This is really where I'm wondering if this is safe, can an astral-10 mage teleport in, cast Master Enslave using 10 pearls and then get out, or does he need to be Astral-11 to pull this off singlehandedly? As he'll be teleporting in by himself (presumably against a significant army) I don't know that light of the northern star or power of the spheres will be a good idea...
Also, my pretender has blood, any thoughts on Master Enslave/Reinvigoragtion/Master Enslave/Returning?
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April 18th, 2007, 11:18 AM
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Re: Master Enslave
luckily there are two penetration items that are also astral boosters. light of the northern star is a good idea, as it reduces enemy resistance as well (i think)
if you position him at the back of the map, all you have to worry about is fliers. (so a few blood slaves would help his survivability there)
in my experience, after the master enslave hits, the army is in chaos, attacking itself instead of coming at your mage, so usually its no big deal that they are alone facing an entire army.
remember: even if you script vortex of returning, he might not cast it if it looks like the army you captured will wipe the floor with those left over. be prepared for that.
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April 18th, 2007, 11:40 AM
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Re: Master Enslave
I did some tests some time ago.
11 Astral isn't enough. You need 12.
With 11 Astral you end up with 114 fatigue (with 0 spell casting encumbrance)
With 12 Astral you end up with 88 fatigue.
The formular is something like 800/(spell bonus + extra gems + 1)
So if you have 11 astral you can use 11 gems which gives you 3 extra gems and 3 spell bonus:
800/(3 + 3 + 1)= 114
With 12 astral you got 800/(4+4+1) = 88 which is enough for teleport out.
You can always teleport another commander in and set your enslaver something like:
Enslave/Returning/Returning/Returning/Returning (eg with 114 fatigue)
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April 18th, 2007, 01:17 PM
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Re: Master Enslave
Ouch, 12 is kinda steep with a fountain pretender (no astral cap). Hmmm, maybe ring of sorcery + crystal coin and I can teleport in a second guy holding the banner of the northern star. Or maybe a heart of life + amulet of resilience which should give a +15 reinvigoration (do chest wounds effect fountains' encumbrance?). Hmmm, not much penetration boost that way though...
I'm more worried about enemy mages than fliers, particularly after I do it the first time and my clever opponents will try to script nasty surprises for me, so I'd really like to drop it on the first turn...
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April 18th, 2007, 01:24 PM
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Re: Master Enslave
That brings up another question I was wondering though, if my big bad S/B pretender casts Astral Corruption, then teleports, at what point does the horror show up? I was thinking that if the Master Enslave battle goes off first THEN then horror attacks it'd be good to have not enough pearls to Master Enslave again so hopefully the horror would get a face full of high penetration soul slay instead (or even better life for a life).
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April 18th, 2007, 02:49 PM
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General
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Re: Master Enslave
If you are going to bring a second astral mage (which would be dangerous) you should script him as a Communion Slave and your pretender as a Communion Master. Halving all the fatigue you get will make your spells sure to go off correctly. You will likely kill the slave but thats what they are for, no?
Bring two slaves and you get a +1 magic bonus, and you can probably cast Vortext of Returning to save your investment in mages. Of course, the more mages you bring, the more points of failure your enemy has to attack...
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April 18th, 2007, 03:41 PM
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Re: Master Enslave
i might suggest using a crone instead of a fountain, same 4 misc slots, but also a helmet and a couple of hands. allows for rune smasher, crystal shield, starshine skullcap, and whatever combination of miscs you enjoy.
a bit fragile outside of her dominion, so maybe a few wishes for power before sending her out.
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April 18th, 2007, 11:01 PM
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Re: Master Enslave
Here's how you do it.
Take 32 Grand Thaumaturgs - equip them with starshine skullcaps if need be. Make sure they come earlier in the batting order than your God.
Have each of them cast communion slave.
Now have the God cast Master Enslave TWICE, and then Ritual of Returning.
Personally, I like to also send in an S5 leader with a number of followers - and instead of hopping home with a RoR, I wipe out the enemy army and then WIN THE BATTLE. Now that's fun.
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April 19th, 2007, 12:39 PM
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BANNED USER
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Re: Master Enslave
Quote:
DrPraetorious said:
Make sure they come earlier in the batting order than your God.
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How does one manipulate the turn order in battle? This is a trick I have never learned.
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April 19th, 2007, 02:54 PM
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Major General
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Re: Master Enslave
You can't. Everyone goes in the order they are listed. So, if the unit is listed before your God in the army setup screen, it will go first.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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