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July 10th, 2008, 10:31 PM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
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Re: MP questions
Quote:
Skirmisher said:
My Wyrm pretender was killed easily in a battle. The description said something about dragons even fearing combat with them. So how did a small army take mine out so fast?
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Dragons suck. I used to take one every once in a while for flavor, but they just suck so bad I had to stop. There have been requests posted for a long time to make them more "Dragonlike", ie: powerful. But nothing has been done so far.
But yes, as has been said, take Dom 9 or 10 on your Wyrm for the crowd control factor, and a good bit of Earth magic for natural armor. Then they are one of the best early game expansion pretender super combatants.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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July 11th, 2008, 12:41 AM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
Posts: 1,133
Thanks: 25
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Re: MP questions
I would say pick whatever magic path you need for diversity; they all add something to the already fearsome Wyrm (except maybe Fire, Water, or Blood).
Earth will give prot and access to some buff spells
Air gives access to Air Shield which is perfect compliment to Awe
Astral gives access to Personal Luck and Ethereal
Death boosts natural fear
Nature boosts natural regen
The flexibility of the Wyrm to take whatever magic you need to diversify and be made an even better SC by it makes it my fave pretender.
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July 11th, 2008, 11:46 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
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Re: MP questions
On Wyrm:
Fire will allow Fire Shield+<heat-producing one>
Water will allow Quickness+<chill-producing one> (+Water Shield for underwater expansion)
Blood... this, I fear, is really useless on an SC... but hey! - he can be used for bloodhunting then!
ON Dragons:
They are useful. Just a different from Wyrm, namely, they allow cheaper bless and are flying, which allows better raiding possiblity later in the game.
And yes, flavor text is usually explaining something besides being fun to read. It should just be remembered that it remains just developers' view on USUAL situation. You may still got lucky/unlucky - or items/spells used by one party can change a situation completely...
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July 11th, 2008, 12:47 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: MP questions
Quote:
Wrana said:
On Wyrm:
Fire will allow Fire Shield+<heat-producing one>
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And Phoenix Pyre, which is great insurance against one-shot kills like Petrify and Soul Slay.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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July 11th, 2008, 12:23 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
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Re: MP questions
Quote:
Omnirizon said:
Nature boosts natural regen
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Unless this changed recently, it does not boost natural regen. (It only boosts the effectiveness of the spell Personal Regen or Strength of Gaia.) However, it may have changed recently because I just saw an arena combat where an N1 14 HP caster was getting 3 HP of regen from an N6 bless.
BTW, I haven't seen any pretenders in the arena in a while. I wonder if the AI has been patched to not send in uniques?
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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July 11th, 2008, 12:45 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
Posts: 1,133
Thanks: 25
Thanked 59 Times in 36 Posts
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Re: MP questions
I just tested it and your right. two Wyrms, one with N10, one pathless, both have 20hp regen at 160 hp.
However, in game, while creating a pretender god, when moused over 'nature' in the magic selection screen, where it outlines the indirect effects of levels in a magic path, it says verbatim "...and any regenerative powers of the mage will be boosted."
I would have thought that meant natural regen was boosted, kind of like natural fear is boosted by death.
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July 11th, 2008, 03:20 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
Posts: 1,333
Thanks: 39
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Re: MP questions
Quote:
Omnirizon said:
However, in game, while creating a pretender god, when moused over 'nature' in the magic selection screen, where it outlines the indirect effects of levels in a magic path, it says verbatim "...and any regenerative powers of the mage will be boosted."
I would have thought that meant natural regen was boosted, kind of like natural fear is boosted by death.
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Perhaps this is a leftover from Dom2 days? Unfortunately I only discovered this great game in its current incarnation, so I can't say for sure.
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Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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July 13th, 2008, 12:53 AM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
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Modded Nations
Are modded nations used for multiplayer or just single?
What are the best ,complete ,balanced, modded nations?
Do modded nations overwrite regular stock nations?
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July 14th, 2008, 04:36 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Modded Nations
Afaik, mods are used for MP and this is said before the beginning. I.e., when someone posts an MP invitation, he also includes mods which will be used. Nation-specific mods are more rare, though.
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