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Old February 8th, 2004, 08:13 PM

Xavier Xavier is offline
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Default Re: Bless effect costs using standard pretenders

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Eliminating earth/nature/water/astral and blood based on cost concerns and limited effects, this leaves death and fire.
I can't agree that you can eliminate nature or water for cost (and certainly not limited effects). While you aren't going to find a pretender with 3 in these (except for the water nations, IIRC) IMHO the bless effects are well worth it if you are playing a nation with a decent blessable unit.

I've found Nature 9 works great for Jotun Woodsmen (credit to Zen for suggesting this) and Pan's White Centaurs. Probably work for Atlantis' blessable unit, too. Basically anyone with the HP to survive long enough to see the benefit (except for Pythium Serpent Cult's Hydras, as they already regen quite well). And the berserk doesn't hurt either.

And as for Water 9, well, 50% quickness with +4 defense skill? Need I say more? Sure it costs a little more, but that is a phenomenal effect. Especially when combined with, say, the fire 9 blessing. Go with a Moloch - IIRC you end up taking 3 negative scales and 5 dominion, fire 9 and water 9, and spend no points on castle. Of course, there's only a few nations that can handle scales like that, and that have blessable units worth the exraordinary cost.

edit: make that 5 negative scales for dual-blessing Moloch

[ February 08, 2004, 20:29: Message edited by: Xavier ]
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