.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #9  
Old December 1st, 2007, 04:31 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
Lieutenant Colonel
 
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
Lazy_Perfectionist is on a distinguished road
Default Experiments in Bless

First, Unmarked Champions can bless themselves, but unless you have the bless self mod, that can pile up. Druids are the better blessing choice for Unmarked (troops), especially since a good bless makes them fairly effective in small amounts.

The info here has been a result of discussions, limited tests, not multiplayer experience.

I haven't played thug-bless nations before, so I'm a bit noobish. Feel free to correct me.

First, the extremes of each path
Divine Serpent (50 Points), Nature 10 (224 points)
A 20% Regen is nice, but the Berserk has its drawbacks.
You could go with nature 8 for a mere 120 points, giving you 15% regen, and a lot of free points, but I didn't try it this time.

You'll want scales that will allow you to recruit 5 Unmarked a turn, as a Druid conveniently leads ten of. 300 gold, 135 resources, plus occasional 150/3. You get 7 regen, lessened afflictions, protection/attack/strength bonus, but some defense penalty. Teams of ten cleared out quite a few provinces. No real drawback to nature yet. You won't get many afflictions, but you will get them sometimes thanks to uneven bless coverage.

The Fomorian Giants/Kings benefit from this as well, but berserk runs counter to mistform, mirror image. You get 13 hp/turn regen. The regen makes them rather effective at clearing underwater provinces, since they can shrug off a full green bar of poison. I thought I saw some funny fatigue numbers, but it seems its a positioning issue, where some of the Giants didn't make it to the fight, pathfinding combined with kills, I suppose. A Fomorian King leading 5 Fomorian giants is quite effective at clearing underwater provinces, which is good, because this is a very expensive combination. Depending on the independent level, they can clear maybe half of the underwater provinces on their own. The rest will slaughter them, though not at a cost. If you do want to expand underwater, I suggest taking a team into the weakest shore province you can find and then use them only as support for whatever tritons/whatever you can find. They'll add the punch that will let you take out kraken and sea trolls, but are too expensive. With the poor amphibian penalty as well, they are still powerful, but very unreliable dodgers/attackers. And you rocket to 8 encumberance.

While Fomorian Giants aren't superior to Niefel jarls, they also avoid the two weaknesses, fire and hot provinces. Be sure to use the Javelins, as well, _only_ if they are on the frontline. You'll be very unlikely to hit anything between your low precision and greater strength=range, but if you don't have to worry about friendly fire, it'll do enough damage to kill that one lone cavalry you did manage to hit out of two salvoes. Whoopee. While I think you'll often, especially earlier on, be better off recruiting Unmarked, the whole move-three thing is worth noting. Sometimes, you can attack from two provinces away. You needn't be on the border to attack your enemy. If you find yourself outnumbered while _raiding_ lightly defended provinces, Dark Hounds or Barghests can keep up, while saving on the gold costs. A pity your giants don't have darkvision, but then you can't have everything.

Need to restart, test bless with summons, Barghest should benefit nicely, Morrigans, less so, but that's theory. Probably won't do it though, quite willing to have someone else do so.

Fomorian Kings don't really see much benefit from a high nature bless. You've got the inexpensive mirror image and mistform keeping your damage down for as long as they last. In fact, the bless doesn't help until mirror image fails, which is less than ideal.

Earth Mother (75 points)
That same n10 bless costs you an additional 360 points.
N9, 288. N8, 224. Twin level nine blesses are possible, but definetly not recommended. You've got sacreds who will not benefit completely from the protection, but Fomoria is a nation who benefits greatly from net positive scales. No point blessing what you can't build. I'll go with N6, E6 for my pretender. For the moment, easy AI opponent, easy research, 5 dominion, 2 order, 2 producivity, 1 growth, and 1 magic. You probably can find better scales, but this should be sufficent for testing the bless. Worth noting is four national heros- no misfortune 3 if you want to see them.

Four hps/turn and three reinvig on the Unmarked isn't that awesome, but more then enough to deal with even Cataphracts. 10 and a druid still make excellent indie clearing teams. Sign, perhaps, that the N10 bless earlier may be overkill.

The bless opens up an interesting option on the Fomorian Kings with a water random. Rainbow armor, while not the best, gives MR and reinvig. Combined with a weightless shield and the bless, you get six reinvig a round with three encumberance. You can cast quickness for double the attacks, with a very nice +3 att/def bonus. Throw on the boots of the Messenger, and your fatigue will go down at a good clip.
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:14 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.