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March 29th, 2004, 08:28 PM
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Sergeant
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Re: [Beginner] Pointers about magic usage
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Originally posted by Alneyan:
As you can guess by the title, I was wondering about the best way to use magic when you are still learning the ropes, and how to design your Pretender magic paths.
While for now I have been having some success with *Coughs* the ever-so diplomatic Ulm, my Pretender did not do much in these games, which were won because of the low number of Normal AIs around, and not because of some clever strategy. My Pretender was then bases around Earth (5 if memory serves), with a few additional paths. (Mainly Water and Air) As it wasn't exactly used besides forging some items, I would like some advice about how to design a magic Pretender.
With a Nation strongly focused in a single path, should my Pretender pursue this path as well, or should I go for another complementary path? And likewise, would it make more sense to complement a nation strong in a single path with a Pretender focused in a single path as well, rather than using a Rainbow Mage? (And vice versa)
I am not asking for an advancer strategy, but merely for a few pointers to have a good beginning with the game. Thanks in advance for any help!
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There are no fix rule. To me, it's more a general design of your strategy, with your pretender factor in as one of the chess pieces. One example:
Trampling Death for Ulm. Ulm is strong in Earth and Earth magic has a very powerful item at Construction 2, "Boots of the Behemoth", which let your pretender trampling ability. Trampling inflict armor negating damage and a well protected trampler can easily take out 100+ heavy infantries. Its downside is being too tiring and the fatique on your pretender will pile up until he/she becomes unconscious. The only exceptions are when he has 0 encumbance, such as Prince of Death. Another consideration for Ulm is their poor magic diversity. The magic paths that could compensate this short-coming are Nature and to a lesser extent Death. One good pretender design for Ulm will therefore be a Prince of Death with 3 to 4 nature and 3 to 4 death. Then you go for Construction 2 at the beginning, giving the Boots and other Earth base protective gears to your pretender. Later in the game, go for Conjuration 6 or higher, so that you have access to more magical paths. An additional benefit is the spell "Summon Ghosts" at Conjuration 6. With a high death caster, like your pretender, this spell gives you very good units at a low gem cost. You see: everything just comes together with a relative low point cost .
Ideally, you can design your strategy for all nations like this. It's like making a recipe, and your components are your regular units, all the spells, items, the bless effects and the different kinds of pretender chassis...
Sorry if I'm not giving your very concrete advice but sometimes, you just need to be creative and read the spell book harder .
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March 29th, 2004, 08:34 PM
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Join Date: Sep 2003
Location: United Kingdom
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Re: [Beginner] Pointers about magic usage
Thanks for the pointers! I didn't expect a guide such as "How to become God/Goddess/Omnipotent Being in three easy steps", so such advice was what I had in mind.
I will toy around a bit with these other toys with Ulm, as it does seem to be effective. (Much more than my previous Pretender, but it was hard to think of some worse design)
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March 29th, 2004, 09:47 PM
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Re: [Beginner] Pointers about magic usage
Quote:
Originally posted by ywl:
Trampling inflict armor negating damage and a well protected trampler can easily take out 100+ heavy infantries.
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Trampling is armour piercing, not armour negating.
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March 30th, 2004, 06:27 AM
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Re: [Beginner] Pointers about magic usage
Quote:
Originally posted by Graeme Dice:
Trampling is armour piercing, not armour negating.
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This may be a stupid question, but what is the difference between "armor piercing" and "armor negating"?
- Matt Lepinski :->
[ March 30, 2004, 04:27: Message edited by: mlepinski ]
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March 30th, 2004, 06:31 AM
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Re: [Beginner] Pointers about magic usage
Armor Piercing = 1/2 Protection Value for Damage.
Armor Negating = 0 Protection Value for Damage.
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March 30th, 2004, 07:16 AM
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Corporal
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Re: [Beginner] Pointers about magic usage
I think an important thing to keep in mind while designing a magic pretender is how well your troops fit in with the kind of magic power you are aiming for.
In general, unlike supercombatants, magical pretenders are going to need to have troops with them to stop them being overwhelmed while they are casting. So you need to keep in mind what troops you are going to have available for your nation.
Some of these are obvious - the battlefield death spells are going to be as dangerous to your troops as they are to the enemy if you use primarily living troops - and some are not so obvious - such as does your nation have a mage capable of casting thunder ward so you can get wrathful skies out an extra round earlier because your pretender does not have to cast it.
One other note I guess, is that it depends a lot on whether you are aiming for multiplayer or single player. Nothing you are going to do will suprise the computer, but taking something non-standard that doesn't have immediately obvious advantages can be devastating to multiplayer opponents simply because they were not expecting it.
The best way is probably going to be to experiment - there are so many subtle touches to dom2 that it is extremely difficult to make a plan in isolation.
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March 30th, 2004, 07:52 AM
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Re: [Beginner] Pointers about magic usage
You could, as an example, go for water magic. That would allow you to lead your troops into the sea and conquer some provinces your enemy can't attack.
I would not recommend to have a single high path, as there are no sacred Ulm troops.
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