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  #1  
Old October 8th, 2004, 04:01 PM
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Heironeous Heironeous is offline
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Default Re: early fightin\' pretender spells

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Cainehill said:

A lot of the good spells require two paths. Air and Fire gives a nice early Sulphur Haze; fire/earth gives magma bolts. High level example in evocation is Nether Darts, and frankly - artillery mages / pretenders are often underrated.
Interesting. I had thought of an artillery pretender as something like a fire-9 moloch (that's pretty much the only one I've used), but a multi-path bLaster is an intriguing option. Do you have any specific examples? I've been looking at a partial rainbow for Man-Tuatha to cover some of the magic gaps, and adding in the artillery aspect fits nicely with Tuatha's power in evocation.
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Old October 8th, 2004, 05:11 PM
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Default Re: early fightin\' pretender spells

Phoenix is good for early expansion. All it needs is Evo 3 and Alteration 3 and it will mop most indie provinces quite handily on its own. Air Shield and then start raining fire darts and fireballs on the indies, they'll route in no time. Fire darts is especailly good, with Fire 6, you can just sit the Phoenix in the far back corner of the battlefield and start slamming them home, even the indie x-bows need to spend one turn running forward before they are in range (by which time Air Shield will be in place). Any infantry or cavalry that actually gets close is going to get hit with massive immolation, and even if the bird gets whacked, who cares, it's immortal and flying, so getting to the front is no problem. When you get fire shield and cloud trapeze later on, it becomes a virtual expansion engine all on its own while you can concentrate on building up troop strength, mages and research in peace.

My friend used it quite successfully in a co-op game we had on the Cradle map. He was playing Machaka and he had just one real army and the phoenix for a good long time, and easily outpaced my expansion with Abysia.

Edi
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Old October 8th, 2004, 06:37 PM

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Default Re: early fightin\' pretender spells

I actually like an air phoenix much better. It's awe makes close combat spells actually feasible, and shock waves *is* a pretty good spell even against knights.
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Old October 9th, 2004, 03:16 AM
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Default Re: early fightin\' pretender spells

Well, an F6, A5 Phoenix is no slouch in that department either...

Edi
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Old October 9th, 2004, 03:38 AM
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Default Re: early fightin\' pretender spells


One problem with the phoenix is that it _will_ cast Shock Wave and kill itself when Immolation is just as viable a spell, and much better in that it's immune to fire.

So in a sense, a phoenix geared to air might be better, if you're planning to, mmm, waste a turn casting magic to become immune to lightning. Or if you're wearing a ring of tamed lightning.

Fire/Air combined makes a very nice phoenix; adding earth makes it even sweeter ( some armor spells, magma bolts, summon earthpower, bladewind, and higher level magma eruption are all very nice ). It's late here, but I think there was another path I had success adding to the phoenix as a third path....
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Old October 9th, 2004, 11:10 AM

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Default Re: early fightin\' pretender spells

I'd just like to point out that fighting early indies is not the only thing a pretender is going to do. For example, if I'm doing a pretender for arco, it will most likely have at least death-4 for all those nice thugs. Most other non-nature nations will need some nature in case you will have to face a dead ermor, and for faery queens and the like in the late game. In games with only a few players, e-2 (if you have feet) for hammers. etc etc.

Because of this, when designing, I dont usually think "Now what paths will I have to take so that I will mop indies?", but, "How can I capitalize on these paths so that I can mop up indies?".

My current fave is a Prince of Death with 5-7 death (just put in all points you have no better use for), 5 air and 3-4 earth. Early, give him 2 water swords (or other high-def weapons if water gems are not availale), research alt-3 and off you go. Later, he calls death thugs, forges hammers and staves of elemental mastery, calls air queens and earth kings, and works as a decent battlefield sc/ artillery platform. Works well with arco, caelum, pythium, etc.
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Old October 9th, 2004, 01:45 PM

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Default Re: early fightin\' pretender spells

Hmm . . . I did present this in terms of distinct paths. In actual play, I've frequently been picking things up in blocks of 4 to get the minimum bless effect. Often Astral + Earth w/ a little Water. (Gets me the coin for an early astral boost, good forging stuff, and claymen in addition to the Ash search.)

So, leaving out the artillery (and there's lots of great artillery), what are the useful early game mixed path combat spells? All the ones mentioned (and the ones I can think of except Last ditch Inner Sun) are ranged.

---

Tuna, I agree w/ how you pose the question. I'm trying to expand how well I can capitalize on paths for early expansion.

Edi -- had not tried a combat phoenix. Intresting.

Also, never touched a dragon. The cost of that 2nd path was offputting. But, I should give it a shot.

Rylen
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