|
|
|
|
 |

July 8th, 2007, 06:31 PM
|
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: great work
As a slight twist on that ghost king how about:
3 in all paths other than blood and astral
dominion 9
order 3, sloth 2, heat 1, growth 1, misfortune 3(or 2 with more heat or sloth), magic 1
|

July 8th, 2007, 08:58 PM
|
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Re: great work
Shinuyama doesn't get astral magic, Shovah. Not even random or national summons.
That said, you could probably do quite nicely with two in all paths rather than three. There are a few paths I'd bump a bit higher, such as, perhaps, earth and air for dwarven hammers and watchers, but that depends on the flavor du jour.
|

July 8th, 2007, 09:05 PM
|
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: great work
I just didnt feel like changing the original too much. For a ghostking i would(at most) probably give him air 2, fire 2, earth 2, death 3 for combat buffing and, if i was using him to give shinuyama a magic boost i might give him a boost to air 4(can get up to air 6 with 2 air boosters then) and maybe a bit of nature magic if i felt i needed it.
With the combat paths listed he could buff with mistform, soul vortex, phoenix pyre, summon earthpower(more reinvigorration for phoenix pyre) and a protection buff(iron/stoneskin).
Going for awe dominion still seems like a little much on a rainbow SC to me but oh well...
|

July 9th, 2007, 02:52 AM
|
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Immortals. There CAN BE ONLY ONE! Sorry, Two.
Shoot me. I killed my lengthy post accidentally. Double drat.
I'll have to give the cliff notes version.
Bakemono Kunshu, Pretender
Yukinaga, Heart Finder, National Hero (Dom 3.08, unmodded)
An immortal pretender plus immortal hero? Nice.
I've been working on developing the Kunshu into a supercombatant. I've had limited success, quite a few experimental builds, and I'll share what I've had the most fun with.
It does need tuning, but a Kunshu with fire 6, death6, air 2, Five dominion.
Script
Mistform-> Fireshield-> Flight ->Attack Rear
There are some issues with scripting close combat spells, and scripting, but you can try flight->attack->immolation. Unfortunately, you have no innate fire resistance (but immortal) and can only issue a random attack order in that sequence, no hopping to the rear.
|

July 9th, 2007, 11:31 AM
|
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.
I would have added some earth magic onto the kunshu due to the lack of natural protection and the fairly high enc.
|

July 9th, 2007, 01:12 PM
|
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.
Umm.. yeah. I've tried various things, but I'm looking for something dependable, in practice. That means I need tested directions for battlefield use.
I might consider adding earth magic into my 'rear-attack' build because I want watchers, but then I'd also want regen. Even with iron skin, though, he often doesn't survive long for encumb to be an issue. Perhaps if I comboed enough spells, like the suggested build in the manual- though that spell encumbrance of eight is killer, especially if I take any drain.
I'm all over the place. Point is, depending on my paths and 'magic' I can only script a few spells sometime. I need directions on use a little more than spells. What do you consider and effective use of immortals, and an effective return on your efforts, esp. considering you're not spending much, if anything, on equipment.
Do I use him as solo kamikaze, what happens if I have him kamikaze the enemy's rear while my armies take on their armies? Is battlefield flight range unlimited, or do I get better results if I place him a little further forward?
I've got to experiment a bit more before I hit on something successful- all my experiments so far were suicide solos- perhaps more protection will benefit. Though I did have better results against small groups of elite units in my different experiments.
Anyone know exactly how fire shield scales? It does seem more effective at six than three ... something like 12 to 10 AP. Is there a cutoff point or a point where it becomes ridiculously effective? Yep, I'll be tinkering.
Barbarians are my number one hurdle, so far, overcoming most spells i can offer up in short order. I'll have to try swarms of bakemono-sho archers while my guy kamikazes the front ranks.
|

July 9th, 2007, 01:42 PM
|
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.
I think fire 9 grants something like 15ap damage so there isnt a huge increase. My personal favourite buff(for anyone but particularly fun on immortals) has got to be phoenix pyre. Its not avaliable early(and therefore for expansion) but a script of phoenix pyre, summon earthpower, ironskin/invunerability, attack rear/archers is very effective with minimal equipment(fire/frost/shadowbrand, a basic shield, some reinvigoration items) and lots of fun.
|

July 9th, 2007, 02:15 PM
|
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.
One amusing use for immortal death mages is to spam lammashtas. Sure they kill you eventually, but who cares? You're immortal.
Battlefield flight range is unlimited, but probably similar to the moral check for passing more forward groups that ground troops on attack rear get, sometimes you get distracted and attack a closer target. Anecdotal evidence suggests that starting farther forward helps.
Higher research, but soul vortex is good?
How about dom 9/10 for awe? Will also help spread dominion, always good for immortals.
With other immortal death mages, mostly liches, I've found skelespam is as good as anything at taking most indies.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|