
June 20th, 2004, 03:58 AM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Re: How much should a Random-5 Mage cost?
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Originally posted by Vicious Love:
[QB] Only one way to take a comment about being pedantic: Slowly and methodically.
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*chuckles* Sure.
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Either way, I think it's fairly obvious why Caelum's mages are underpriced: They're a magocracy. They rely on mages more so than on mammoths, raiding capabilities, sneaky cold-dominion pushing Seraphines, and pretty much any other individual merit they possess as a nation(Though not the sum of all of them).
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While this may be so, I have my own opinions of Caelum's mages.
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The mix of air and water magic also makes Caelum's High Seraphs SPECTACULAR battlemages, particular for hit and run raids. Cast quickness and three rounds worth of Thunderstrike/Orb Lighting, retreat, repeat. Support with antimissile amulets, robes of shadows, and a staff of storms for best long-term results.
Now, if Ulm were to get underpriced mages, I'd be seriously concerned, but since Caelum is one of the top 3 magical superpowers in the game, it's only natural for them to be cost-efficient.
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Caelum is one of my favorite nations, so I'm rather familiar with how to use their strengths, I would think. I won't comment on the balance of the Caelumite mages, though; against the purpose of the thread.
Your Ulm comment is funny, however. The Master Smith's calculated cost is 140 points without the forge bonus.
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Scott Hebert
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