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  #1  
Old November 8th, 2004, 07:21 PM
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Default Re: Ward cumulativity

nothing, as far as i can tell. I haven't actually ever used gaia's blessing, so i'm not sure though.

lvl 9 air blessing on sacred troops + thunder ward would work.

thunder ward, will of the fates, and mass regen usually works as a stop gap however
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  #2  
Old November 8th, 2004, 09:46 PM

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Default Re: Ward cumulativity

Ouch, another reason why Wrathful Skies is so good and national troops useless.

Since the wards were evidently meant to stack, could we have it fixed in a not too distant patch please?
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  #3  
Old November 9th, 2004, 02:22 PM
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Default Re: Ward cumulativity

Meant to stack? No way. There is nothing as horrible as an immune army

It is more fun to destroy then to protect. Also battles do end if death is common and immunity is rare.

In dom1 there were 100% res spells. They were considered too powerful. I'm starting to believe 50% might be to little, but I wouldn't want 100% res to be as easily accessible as in dom1.
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  #4  
Old November 9th, 2004, 03:25 PM
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Default Re: Ward cumulativity

Quote:
Kristoffer O said:
In dom1 there were 100% res spells. They were considered too powerful.
So powerful it was insane. All the Wards were available early (Enchantment 4-5 IIRC) and affected the whole battlefield.

Quote:
I'm starting to believe 50% might be to little, but I wouldn't want 100% res to be as easily accessible as in dom1.
Not for an entire army, I agree. But full resistance should still be available to leaders who can cast partial resistance buffs on themselves: like Phoenix Power or Elemental Fortitude.
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Old November 9th, 2004, 04:46 PM

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Default Re: Ward cumulativity

If full battlefield resistance is never going to be available, then I'd like to see full battlefield damage spells toned down somehow. Wrathful Skies in particular is so easy to cast at such a low level of research (relatively speaking, in both cases) that if I'm up against anyone with Air magic I feel like I have to design my whole strategy around it.
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  #6  
Old November 9th, 2004, 05:01 PM
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Default Re: Ward cumulativity

check out zen's spell mod. it makes the battlefield damage spells more difficult to cast.
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  #7  
Old November 15th, 2004, 06:16 PM

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Default Re: Ward cumulativity

Quote:
Vynd said:
If full battlefield resistance is never going to be available, then I'd like to see full battlefield damage spells toned down somehow. Wrathful Skies in particular is so easy to cast at such a low level of research (relatively speaking, in both cases) that if I'm up against anyone with Air magic I feel like I have to design my whole strategy around it.
A simple solution to this would be to have some intermediate steps in terms of spells sizes. Cause right now the progression is:

Single target
area 1 target
area 3-4 target
entire battlefield

Why not move things like Wrathful Skies and other battlefield effect spells to level 8 or 9. Then put in an intermediate step of attack spells that have an area of effect of say 5-8. You'd probably have to tone the damage down a tad (so it didnt wipe out whole squads at a stroke) and give it some good fatigue. That done tho I think it could be effective without being unbalancing.
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  #8  
Old November 16th, 2004, 11:20 AM
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Default Re: Ward cumulativity

Shimmering Fields already exists. It just is harder to cast than Wrathful Wkies, so it's not casted as often.

Do you mean something like it, or a more powerful variant of the "cloud"-spells, something that works for many turns? Maybe even to the end of the battle? If so, remember that your own units would run after the remaining enemy army throught those clouds...
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Old November 9th, 2004, 09:34 PM

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Default Re: Ward cumulativity

Quote:
Kristoffer O said:
Meant to stack? No way. There is nothing as horrible as an immune army

It is more fun to destroy then to protect. Also battles do end if death is common and immunity is rare.

In dom1 there were 100% res spells. They were considered too powerful. I'm starting to believe 50% might be to little, but I wouldn't want 100% res to be as easily accessible as in dom1.
Would it make sense to leave bens non-stackable, but make local area wards stackable with ben as multiplication? So it would be possible to reach max of 75% resistance by casting ben and area spell on the target units.
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Old November 10th, 2004, 01:29 AM

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Default Re: Ward cumulativity

Well, there goes my idea of making some of my troops immune to Wrathful Skies. I was going to use Thunder Ward plus Gaia's Blessing. Once Wrathful Skies showed up, my armies became (almost) useless, which is a shame. Making my leaders immune to lightning is easy enough, but I want to move armies around and not just leaders.

I think Gaia's Blessing is so expensive in terms of research level, casting level, fatigue and gems that it ought to stack with other resistances. As it is now, is it really worth it to cast?

Also, I noticed that Gaia's blessing does not stack with the Robe of Calius the Druid. Should it? Does anyone know if it stacks with Elemental Armor?
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