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April 18th, 2004, 08:44 PM
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First Lieutenant
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Re: Water Blessing Borked?
Quote:
You do get extra actions, but only 50% of quickness, that is 2 actions every second turn.
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Ahh so my troops are attacking 50% more. That's pretty decent. Too bad about the plus to attack and defence though. That would have rocked ( almost game breaking, actually, but that is what I was looking for since getting a water blessing effect is so costly for most races ).
Now if Illwinter added a new pretender who had like water 2 or ( shudder ) water 3 right off the bat and was availiable to all nations, and did not cost too much ( hell I would not even mind if it was immobile ) that would be *great*. I would probabaly use this strategy, a lot.
However the cost currently is just too much for what I get. The resultant troops sure are FANTASTIC, but they are just not quite enough to make up for the cost.
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April 18th, 2004, 09:16 PM
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Lieutenant General
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Re: Water Blessing Borked?
well, don't forget that water 9 already comes w/ a +4 bonus to defense, which is in itself pretty awesome for certain sacred troops.
As well, the water-9 50% quickness is a great blessing for your sacred mages, if you're playing such a race, and for your priest squads when banishing undead.
its the best all-round blessing, IMO.
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April 19th, 2004, 01:06 AM
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National Security Advisor
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Re: Water Blessing Borked?
Also, if a path was worth it _just_ for the bless effect, that would be a balance problem. To get your points' worth, you need to use the magic power as a magic power, too...
PvK
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April 19th, 2004, 01:25 AM
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First Lieutenant
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Re: Water Blessing Borked?
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well, don't forget that water 9 already comes w/ a +4 bonus to defense,
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No chance of me forgetting that! That's what I was banking on! +5 defence from 10 water, +3 more from the quickness. Woot. With just the +5 alone some troops become real death machines. But add in another +3? Crazy!
Quote:
As well, the water-9 50% quickness is a great blessing for your sacred mages,
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Good point. I was only thinking about what would benifit from the bonus to defence. The haste is a nice effect on mages ( and not bad on the normal troops as well ).
Still even with this the race I was playing was not QUITE as good as pythium. The early game was just as good but not really much better. And their late game was, of course, much worse. And to top if off I had to cripple my pretender.
Still all and all the next best combo I have found.
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April 19th, 2004, 09:24 PM
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Private
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Re: Water Blessing Borked?
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Originally posted by Huzurdaddi:
Now if Illwinter added a new pretender who had like water 2 or ( shudder ) water 3 right off the bat and was availiable to all nations, and did not cost too much ( hell I would not even mind if it was immobile ) that would be *great*. I would probabaly use this strategy, a lot.
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Blue dragon has 2 water, is available to most every nation, only costs 50, and is a strong early expander to boot...
BTW, am I alone in not understanding the cost rational for pretenders? I mean, compare said blue dragon, with frost mage. Frost mage has so few hp that not only can he not be used in battles, but he is an assassination liability, he has a weaker dominion, is a weaker water mage, and COSTS 5 MORE DESIGN POINTS?
I mean, sure he has 10 point cost reqs for ease of rainbow maging... but I really don't understand any of those rainbow mages, at least not at their costs.
What is the purpose of giving a pretender a little from each path of magic, if he can't even fight?
I mean, outside of combat, you need to have gems to get any use out of the magic (from rituals or construction)... So if you are getting a few magic points in paths your nation already doesn't have... how are you going to find the gems to get any use out of your magic paths? The pretender will find them himself? (what a waste of time...) And if you already have mages that can search for magic sites, then why does your pretender need a few points in such many paths, since the mages can use the gems themselves.
Don't get me wrong, a rainbow mage out searching all the provinces could jumpstart your gem income, but I don't see how that justifies the relatively high costs of selecting them as your pretender.
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April 19th, 2004, 09:55 PM
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National Security Advisor
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Re: Water Blessing Borked?
Well, the prices of Rainbow Pretenders were conciderably downgraded from Dominions: PPP... They are much more useable now. And after some research and site-searching your only problem is that he has to do something with those gems, and he is all alone on many of those magics... But after some elemental staffs, earth boots, burning skulls etc. you have a very flexible nation! They really shine in the end game, in which you SUMMON your super-combatants.
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April 19th, 2004, 10:15 PM
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Corporal
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Re: Water Blessing Borked?
Quote:
Originally posted by love crime:
BTW, am I alone in not understanding the cost rational for pretenders? I mean, compare said blue dragon, with frost mage. Frost mage has so few hp that not only can he not be used in battles, but he is an assassination liability, he has a weaker dominion, is a weaker water mage, and COSTS 5 MORE DESIGN POINTS?
I mean, sure he has 10 point cost reqs for ease of rainbow maging... but I really don't understand any of those rainbow mages, at least not at their costs.
What is the purpose of giving a pretender a little from each path of magic, if he can't even fight?
I mean, outside of combat, you need to have gems to get any use out of the magic (from rituals or construction)... So if you are getting a few magic points in paths your nation already doesn't have... how are you going to find the gems to get any use out of your magic paths? The pretender will find them himself? (what a waste of time...) And if you already have mages that can search for magic sites, then why does your pretender need a few points in such many paths, since the mages can use the gems themselves.
Don't get me wrong, a rainbow mage out searching all the provinces could jumpstart your gem income, but I don't see how that justifies the relatively high costs of selecting them as your pretender.
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-strange that I should ever defend Rb pretending- but RB pretenders are pretty powerful --- in the long run (well actually most during mid-game).
It's pretty easy to make a rb pretender that has 2 in all magic paths. Keep him safe (bodyguards!) fromm assassination. And yes you do need to go site hunting with the pretender (at first). You'll find about 80% of all sites (don't have the numbers here at work), missing out on the juicy ones... but that can't be helped for now. You'll soon get a steady gem income. After your empire has grown a bit, you can also search via spell (most require 2 in any given path). Get to forging. Forge magic boosters and equip, again most paths require 2, so that's not a problem (where is that usefull magic booster guide when you need one...grumble, it exists , look at some websites, either arryns or cherrys or some of the others)With some of the paths pumped to 3 you have access to magic boosting eqipment to 4(nevermind if you cannot eqipp it all, just leave them in the lab and use as needed). Of course it is not "that" expensive to magically enhance the one or other particularly usefull path to three anyway - in midgame it should be done to the one or two main paths that you want to use. OK, now, you got a pretender with magic paths ranging from 3 to 5, pretty usefull as most spells are readily availlable to you now. Of course none of the real biggies on which to base an entire strategy around, but in exchange you've become very flexible. And Rainbowing serves two other big purposes, too. First you can always sell your fire and earth gems, which is a GREAT way to boost your income. Second, you'll be able to summon a host of usefull creatures to do your fighting and negate your armys weakneses.
I'm not fond of rb'ing myself, but I faced some tough rb pretenders, and have gained a healthy respect for rb strategies.
[ April 19, 2004, 21:20: Message edited by: Tricon ]
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