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Old April 3rd, 2008, 05:24 AM
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Beorne Beorne is offline
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Default Re: Flying assassins

Quote:
vfb said:
It's Manifestation. S2s should script Returning. WS and ES could do with some Mind Blasting bodyguards, if you've gotten some immobiles (Things from Beyond) from your gate.

I wouldn't try blink, he'll just fly up and whack you.

I have an army outside the castle. my castles are most uw so invulnerable to that damn spell.
I fear returning because I'm moving and if I cast it with an army leaader he disappears leaving behind all my mindless chaff.
What is ES? You know, four years of Dominions and I haven't learnt all the acronyms yet.
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Old April 3rd, 2008, 05:55 AM
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Default Re: Flying assassins

ES = earth 1, astral 1 starspawn.

Manifestations are pretty tough, with 35HP and 16 MR. Astral spells from an S2 caster aren't going to do much good on their own. Solar Rays is only AP, for just 4 damage against the angel. Star fires is worse: 6 AN damage, but only 2 precision instead of 100 means you'll probably miss.

But, I did have a recent battle where I cast Earth Attack (also a 16 MR summon) and the defending mage summoned sprites, and won the fight. You could try Illithids as bodyguards, if you've got enough to go around. 5 Illithids on each starspawn commander would be a good plan. I'm pretty sure Illithids on "Guard Commander" will fire at assassins. Can anyone confirm?

I did test Illithids on "Guard Commander" in a regular battle, and unfortunately they just mill about the commander without firing at anyone, which seems kind of weird. So they'd be inactive in the fight you're heading into, anyways.
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