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Old May 12th, 2009, 09:40 AM

Agema Agema is offline
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Default Re: Working underwater without gills

Well, Evo is badly hampered underwater. Nature, Air, Fire and Earth are almost non-existent for long-range damage, and the few spells that are still castable target few units or have low range.

Three paths in my view retain good ranged damage functionality underwater - Water, Astral, Death. Any underwater nation you face has at least one of those in plentiful quantities. And unless you're dripping water gems like a Jotun's sweat in Abyssian domination, supplying enough waterbreathing is not a given, especially if you then plan to summon a load of krakens, sea serpents and so on. Death is possibly your best bet, as so many undead mages are poor amphibians already.

On that basis, what you may be best off doing is maybe a relatively small force of powerful mages hitting big unit buffs.
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Old May 12th, 2009, 11:04 AM

Amorphous Amorphous is offline
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Default Re: Working underwater without gills

Quote:
Originally Posted by Agema View Post
Well, Evo is badly hampered underwater. Nature, Air, Fire and Earth are almost non-existent for long-range damage, and the few spells that are still castable target few units or have low range.
Perhaps I am misunderstanding, but that seems not quite right. Nature does not have that many evocations to begin with, but sleep cloud works fine, as do poison cloud and stream of life. It is similar with air; you lose thunder strike and wrathful skies, but lightning bolt, orb lightning and shimmering fields remains.


Quote:
Three paths in my view retain good ranged damage functionality underwater - Water, Astral, Death. Any underwater nation you face has at least one of those in plentiful quantities. And unless you're dripping water gems like a Jotun's sweat in Abyssian domination, supplying enough waterbreathing is not a given, especially if you then plan to summon a load of krakens, sea serpents and so on. Death is possibly your best bet, as so many undead mages are poor amphibians already.
Well, you usually do not need that many Krakens and other summons, just enough to catch attention.
Going under water does require an investment, though, and that is as it should be.

Quote:
On that basis, what you may be best off doing is maybe a relatively small force of powerful mages hitting big unit buffs.
That is a good start, but not using everything you have is rather dangerous. The underwater nations can use unit buffs as well, and their units are better suited to the environment from the start. It may just be me, but I have never managed a successful underwater campaign against an underwater nation as a land based faction without using a liberal amount of attack spells.

That said, it is certainly a good idea to strive for effective use of a limited amount of powerful mages.
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