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

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old December 6th, 2007, 03:51 PM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default Re: astral combat spells

The single target, MR dependant spells can be nice in some cases(horde of S3-4 mages spamming soul-slay on MA Ulm and his pretender quite early on) and can even be spammed to take out SCs.
As said, master enslave can destroy entire armies, and with enough boosters can let you steal an entire army - a high astral mage with a rune smasher, starshine skullcap, eye of the void and ring of sorcery will have(I think) +5 penetration and 2 extra levels of astral magic. If you have a higher level mage and add a reasonable communion to that, you could be looking at some crazy enslavement.

Example:
S8 base mage(don't know how, maybe pretender)
Rune smasher, starshine skullcap, eye of the void and ring of sorcery.
Add 16 communion slaves to that(pretty viable with many nations) and I think that is 4 more levels of astral.
That should be a level 14 astral mage in total.
That astral magic+his penetration boosters should leave him with +8 penetration - say goodbye to your army.

If you swap either of the misc items for a crystal matrix and use either pythian communicants or mages with slave matrixes you can even pull this off on the first turn of battle, although it will cost you 2 points of penetration(or 1 if you have a S9 base caster). But with the matrix idea, if you are the defender you can cast even before enemy buffs.

Also, please note that with the original set-up you have an enslave mind with +10 penetration - enough to take out alot of SCs/thugs(other than those with insanely high MR) within a few turns of casting.

An Oracle with S10 can also get that +8 penetration WITHOUT a communion - eye of the void/ring of sorcery/eye of the void/ring of sorcery gives +6 item penetration and +2 high level penetration.

So master enslave is very fun to cast .

edit: Said spell focus instead of ring of sorcery.
Reply With Quote
  #2  
Old December 6th, 2007, 05:20 PM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: astral combat spells

Also note that Astral Fire (S3,F1) and Nether Darts(S1,D1) are some of the best combat spells in the game, as there is nothing that can resist them(aside from high MR).
Reply With Quote
  #3  
Old December 6th, 2007, 05:23 PM
Torin's Avatar

Torin Torin is offline
First Lieutenant
 
Join Date: Nov 2007
Location: Wizard\'s Tower
Posts: 603
Thanks: 26
Thanked 11 Times in 11 Posts
Torin is on a distinguished road
Default Re: astral combat spells

will penetration items help with nether darts?
Reply With Quote
  #4  
Old December 6th, 2007, 05:48 PM

Micah Micah is offline
Major
 
Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
Micah is on a distinguished road
Default Re: astral combat spells

K-
Nether darts is actually fairly counterable due to being a missile effect, but it's still an amazing spell, as is, say, flaming arrows. I'm pretty sure astral fires is countered by FR, but I'm not 100% on that.
Reply With Quote
  #5  
Old December 6th, 2007, 06:04 PM
Baalz's Avatar

Baalz Baalz is offline
Major General
 
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
Baalz will become famous soon enough
Default Re: astral combat spells

Anecdotally, I've also found astral fires to be not as uber as you might think due to the relatively low damage output as compared to other evo spells. Considering how often you're fighting lower protection guys falling foo, magma eruption, etc. often wipe out big swaths of dudes and inflict reasonable damage against the moderately heavier ones while astral fires usually takes a couple of hits to kill anybody with more than 10 hp. Still, definitely has a niche though I didn't realize FR countered it.
Reply With Quote
  #6  
Old December 6th, 2007, 06:26 PM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: astral combat spells

I'm pretty sure that FR doesn't counter Astral Fires. Like Banefire, its not actual "fire".

The second tier Evocations are perfect when your opponent starts tossing in his mechanical men armies or has other immunities. A 50% Fire Resist with decent armor is basically like being immune to Falling Fires, but Astral Fires will keep doing some damage.
Reply With Quote
  #7  
Old December 6th, 2007, 07:14 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: astral combat spells

Astral Fire does not do fire damage (the tags are Armor Negating, Magic Resistance Negates and Works Underwater).
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #8  
Old December 6th, 2007, 08:23 PM
The DarkOne's Avatar

The DarkOne The DarkOne is offline
Private
 
Join Date: Nov 2003
Location: Sweden
Posts: 45
Thanks: 0
Thanked 1 Time in 1 Post
The DarkOne is on a distinguished road
Default Re: astral combat spells

Quote:
K said:
Also note that Astral Fire (S3,F1) and Nether Darts(S1,D1) are some of the best combat spells in the game, as there is nothing that can resist them(aside from high MR).
High MR isn't that useful against nether darts and nether bolts as it only protects from the feebelminding, at least that is how it works according to the manual.
Reply With Quote
  #9  
Old December 6th, 2007, 05:47 PM

sum1lost sum1lost is offline
First Lieutenant
 
Join Date: May 2007
Posts: 674
Thanks: 7
Thanked 15 Times in 10 Posts
sum1lost is on a distinguished road
Default Re: astral combat spells

Quote:
Shovah32 said:
The single target, MR dependant spells can be nice in some cases(horde of S3-4 mages spamming soul-slay on MA Ulm and his pretender quite early on) and can even be spammed to take out SCs.
As said, master enslave can destroy entire armies, and with enough boosters can let you steal an entire army - a high astral mage with a rune smasher, starshine skullcap, eye of the void and ring of sorcery will have(I think) +5 penetration and 2 extra levels of astral magic. If you have a higher level mage and add a reasonable communion to that, you could be looking at some crazy enslavement.

Example:
S8 base mage(don't know how, maybe pretender)
Rune smasher, starshine skullcap, eye of the void and ring of sorcery.
Add 16 communion slaves to that(pretty viable with many nations) and I think that is 4 more levels of astral.
That should be a level 14 astral mage in total.
That astral magic+his penetration boosters should leave him with +8 penetration - say goodbye to your army.

If you swap either of the misc items for a crystal matrix and use either pythian communicants or mages with slave matrixes you can even pull this off on the first turn of battle, although it will cost you 2 points of penetration(or 1 if you have a S9 base caster). But with the matrix idea, if you are the defender you can cast even before enemy buffs.

Also, please note that with the original set-up you have an enslave mind with +10 penetration - enough to take out alot of SCs/thugs(other than those with insanely high MR) within a few turns of casting.

An Oracle with S10 can also get that +8 penetration WITHOUT a communion - eye of the void/spell focus/eye of the void/spell focus gives +6 item penetration and +2 high level penetration.

So master enslave is very fun to cast .
+9. Switch spell focuses for rings of sorcery/wizardry.
Reply With Quote
  #10  
Old December 6th, 2007, 06:01 PM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default Re: Astral Combat Spells

Quote:
+9. Switch spell focuses for rings of sorcery/wizardry.
Stiil +8, I meant rings of sorcery .

Nether Darts should be helped by penetration, and is blocked by shields(I hate abysian tower shields) but with the large number of effects, it is still far superior to nether bolt unless you are facing tower shields(and maybe kite shields).
Reply With Quote
Reply

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 05:51 AM.


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