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March 11th, 2008, 11:59 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Thanked 397 Times in 200 Posts
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Re: Tartanians
Quote:
B0rsuk said:
When a small number of spells completely dominates the (end)game, it limits viable strategic options in the game. For me, fewer viable options = worse game. Other (than death or astral) magic paths also very high-level spells, which require lots of gems, strong mages and research. If cost of a spell doesn't even remotely correlate to its value, something is very wrong. (I tried Creeping Doom yesterday)
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I just tried Creeping Doom too. My ants got buffed post-summons, so survivability was not so bad, but they're way too slow to have any impact at all.
It would be really nice if they appeared out of the ground near the enemy, instead of clustered at the caster.
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http://z7.invisionfree.com/Dom3mods/index.php?
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March 12th, 2008, 01:16 AM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
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Re: Tartanians
Quote:
vfb said:
I just tried Creeping Doom too. My ants got buffed post-summons, so survivability was not so bad, but they're way too slow to have any impact at all.
It would be really nice if they appeared out of the ground near the enemy, instead of clustered at the caster.
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For a single Creeping Doom you can cast Swarm twice. It's cheaper in all ways: fatigue, gems, research, paths. I don't think you can beat Swarm at its own game. And that's not the point. The spell has 'doom' in it's name, which is either a very strong word, or Kristoffer's humor. I think they are supposed to deal some damage. Unbuffed (I didn't see a point considering they have so low hp etc) they couldn't kill or even harm a single barbarian. 70+ (NNNN) ants versus 30 ordinary barbarians. Barbs do have some protection, but quite low. What am I supposed to use the spell against ? I think they're meant to be used as a weapon, too. Otherwise why give them weak poison ? Thematic reasons ? I think they should have an AN weapon, their damage is 0 and str is pitiful. Summon Animals can actually kill stuff...
Another disadvantage of the ants is that they seem to act as a single squad and are not very good at swarming.
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March 11th, 2008, 04:26 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: Tartanians
Quote:
lch said:
much like people sometimes take Astral Vortex out of the game through a mod if they think it's too strong.
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Astral Vortex??
Do you mean 'Vortex of Returning' or 'Arcane Nexus' or 'Astral Tempest' or is this a spell from a mod??
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_ I agree with the last post from B0rsuk
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March 11th, 2008, 04:44 AM
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Sergeant
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Join Date: Dec 2006
Location: Japan
Posts: 351
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Re: Tartanians
Considering the very limited base that one can get and outfit Tartanians, isnt it the other players in the games fault for allowing this? Everyone knows when GoH is cast and could get rid of it. Also if you know a certain faction has lots of Death and Nature, other players should gang up on them if they dont dont want to lose. If that player can make it to the end, get tartanians out and kitted, its the other players fault for allowing this.
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March 11th, 2008, 09:08 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Tartanians
Quote:
NTJedi said:
Astral Vortex??
Do you mean 'Vortex of Returning' or 'Arcane Nexus' or 'Astral Tempest' or is this a spell from a mod??
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Arcane Nexus. My game is broken, don't blame me. 
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March 11th, 2008, 09:24 AM
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Sergeant
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Join Date: Mar 2005
Location: France (Paris)
Posts: 227
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Re: Tartanians
I agree with Twan : Level 9 + D7 + 10 Death gems + 40 N Gems + GoR / Chalice is already expensive (I dislike CBM for increasing the cost to 25 gems)
maybe less random (once I got a 7A tartarian...), no affliction or decrease the cost of Iron Dragon / Tarrasque / Abo to 10 gems too is an idea
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