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February 17th, 2006, 11:50 AM
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Re: Caelum questions
Hmm, well I'm not sure the blame is quickness or positioning your mages out of range of their spells? Did you try reloading that saved game and putting your mages closer to the troops you are targeting. (Maybe have them cast air shield if you are worried about the ranged units?) Then again, quickness may not be the right choice.
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February 17th, 2006, 02:22 PM
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Lieutenant Colonel
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Re: Caelum questions
Well, its pretty obvious that quickness loses most of its charm in long drawn out battles. The whole point of quickness is to end the battle much quicker in order to avoid reaching critical fatigue and losses. (That is, that's its purpose for mages. Thugs and SCs are a different story.)
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February 17th, 2006, 02:30 PM
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Re: Caelum questions
Quickness is not only great for casting spells faster but if it's a losing battle... this spell will increase the chances of your mage surviving because it will be running faster off the battlefield and have +3 DEF.
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February 17th, 2006, 02:41 PM
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Lieutenant General
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Re: Caelum questions
He will also get his fatigue up much faster due to the doubled casting so he will, probably, be unconscious when the enemy reaches him.
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February 17th, 2006, 03:02 PM
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Re: Caelum questions
That's not always true Daynarr...
With faster casting means also faster killing of opponents. It all depends what happens on the battlefield whether or not anyone survives. Since you never know when or if an army will retreat to say quickness is bad has no standing.
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February 17th, 2006, 05:01 PM
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Lieutenant General
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Re: Caelum questions
Well, its true its not always true, but thats what I was trying to tell you. 
Quckness may as well be the reason why your mage didn't survive just as much as it can be help to get away.
Generally I have yet to see some non-pretender like mage to get away and say: "It's only because of quickness". Of course, powerful mages and pretenders can benefit from it greatly for both combat, casting and 'tactical retreats' (running away  ).
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February 17th, 2006, 07:38 PM
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Re: Caelum questions
Quote:
Daynarr said:
Well, its true its not always true, but thats what I was trying to tell you. 
Quckness may as well be the reason why your mage didn't survive just as much as it can be help to get away.
Generally I have yet to see some non-pretender like mage to get away and say: "It's only because of quickness". Of course, powerful mages and pretenders can benefit from it greatly for both combat, casting and 'tactical retreats' (running away ).
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Usually that's the first spell my mage will cast if even one path of water magic. There's no certain way to ever be sure if a mage survived just because of quickness... but it does make them cast faster(better for offense), run faster(escape_bonus) and provides +3 DEF(avoid_melee). Thus there is definitely more good casting 6 spells in three rounds compared to 6 spells in 6 rounds. 
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February 18th, 2006, 10:32 AM
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Lieutenant General
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Re: Caelum questions
Quote:
NTJedi said:
That's not always true Daynarr...
With faster casting means also faster killing of opponents. It all depends what happens on the battlefield whether or not anyone survives. Since you never know when or if an army will retreat to say quickness is bad has no standing.
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I find quickness only useful with relief.
Thunderstrike e.g. has 50- Fatigue. So if you have no relief your high seraph casts either quickness and 2x thunderstrike in 2 rounds or 2x thunderstrike.
If you script him with quickness he is then fatigued 2-3 more turns than otherwise. So without relief quickness is contraproductive for caelum at least.
And caelums mages fly away anyways normally so they rout as fast with and without quickness.
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February 19th, 2006, 02:21 AM
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Re: Caelum questions
yes I meant mages in general not Caelum mages.
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