|
|
|
 |

March 10th, 2004, 10:16 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Super-Casting Pretenders?
The one obvious issue would be -- how much are you giving up for that level of magic? Two nines is usually pretty expensive, although some combos are more affordable than others due to the pretender selection.
It can work, and you can get some outrageous blessing combinations (Fire 9/Blood 9 would make for ludicrously offensive-minded Lava Warriors in addition to being thematic; although the Blood 9 blessing likely isn't worth going past 8), but whether it'll help depends on things like size of map, indy strength, sacred unit types et al.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|

March 11th, 2004, 01:47 AM
|
 |
Sergeant
|
|
Join Date: Jan 2004
Posts: 247
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Super-Casting Pretenders?
Well blessing effects would certainly have to be considered when building a caster pretender, but the point was to make a god whom could dish out enough spell damage to take on armies and significantly win battles like a SC.
Because fatigue are casters' main obstacle stupidly high magic levels can significantly reduce fatigue gain. Fire Darts and Falling Fires are -20 skills that are reduced to -7 with 9 Fire.
Pretender archtypes seem to want to be grouped into a few catagories. Pure combat like the Nataraja and combat/caster hybrids like the Dragons. Titan-esque, most of whom are physically powerful early on but lack strength and combat potential enough to be true SC and late game powerhouses. Humanoid types that lack any sort of physical abilities but have cheap magic. And Caster-Pretenders whom lack the strength of the Titans but have better magic skills.
The trouble with standard Titan builds are that unless you max them for 9 bless effects their casting abilities are rather limited to one or two big bLasts at the start of a battle. My 5 Earth 5 Nature Great Mother can only cast Destruction 2 times before fatiguing out of combat, which not only ruins her as a caster but also as a fighter.
The idea with the caster-pretender is to make a god that can really bLast away with medium level spells for most of the battle before fatiguing out. Rejuv items will still be necessary but i think even at 9 as many +path items that you can stack as well.
|

March 11th, 2004, 04:27 AM
|
Corporal
|
|
Join Date: Jan 2004
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Super-Casting Pretenders?
The first game of Dominions 2 I actually won was with just such a pretender.
Abysia, Moloch with Fire 10. Desert Eye. I threw him into the Deathmatch Arena and he won the Trident, allowing him to cast two spells per turn. Even before I got "Falling Fires," the guy could massacre 100+ unit armies by himself. By the end of the game he had over 600 personal kills. Good times.
Of course, I wasn't playing with Atlantis or R'ylegh, but that was intentinoal, since this was only my second game ever I tried to set it up to be as easy as I could.
|

March 11th, 2004, 05:28 AM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2003
Posts: 566
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Super-Casting Pretenders?
Try a Lord of the Desert Sun sometime if you want a fire caster with some accuracy. Eagle eyes does the job...
|

March 11th, 2004, 06:24 AM
|
Major General
|
|
Join Date: Jan 2004
Posts: 2,425
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Super-Casting Pretenders?
The primary drawback I find with "caster" pretenders is that their use is far more limited than straightforward SCs: An SC can kick *** for a good 50 rounds of combat. A caster can only cast 5 spells. Assuming that a few of them are devoted to buffs designed to keep him from becoming a road waffle, that leaves very little to actually bLasting the crap out of people. While the spellcasting unit AI is certainly better than any other game of this type, it's most decidedly NOT geared towards solo-unit commando operations, and thus cannot be counted on not to do anything completely inappropriate in this case.
|

March 11th, 2004, 09:56 AM
|
 |
Lieutenant General
|
|
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
|
|
Re: Super-Casting Pretenders?
Well, I just tried out a "super caster" phoenix pretender (F9A9), and he seemed quite decent. provided some artillery support in the early expansion, then retired back to base in order to get research under way (playing c'tis w/ drain 3).
then, after research gets kicked into high gear, he re-emerged as a kick-*** dominion defender - any incursion, and he could respond w/ extreme prejudice - sulpher cloud, fire cloud, orb lightning, etc...
Plus, by then w/ an eye of aiming he had a 30 precision
And the serpent dancers worked reasonably well w/ the blessings, though really the 75% lightning resistence is more of a multiplayer sort of thing.
|

March 12th, 2004, 02:03 AM
|
Second Lieutenant
|
|
Join Date: Dec 2003
Posts: 404
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Super-Casting Pretenders?
A 4-6 fire&air phoenix is fun to use with standard marignon since they start with the holy pyre spell which is fairly effective against most indies.
|
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
|
|
|
|
|