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May 14th, 2012, 07:35 PM
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Second Lieutenant
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Join Date: Dec 2008
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Kailasa
I've settled onto a chassis for my pretender in a game I am about to start for newbs. I'm trying out new things, but I don't want to give away to much. I have enough points to put 6 into any path.
I've got 6 Air, and 9 astral, but what should the third be?
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May 14th, 2012, 08:01 PM
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Major General
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Join Date: Mar 2007
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Re: Kailasa
With sacred mages, troops and summons I'd split the points and go with E4N4 rather than 6 in one path. This will give your sacred troops a net encumbrance of 0 and later you can cast relief when using your national quickening spell. And of course it's a nice bless for your thug summons. The one thing it isn't is something new - it's pretty much the most common bless around. And of course it doesn't do anything for your magic diversity.
Edit: whether you can change the level 6 bless into two 4s will depend on the pretender and their starting path cost. It looks like the oracle (assuming you're using that) will need some extra points in order to do so. Maybe reduce the A bless by one point?
Last edited by Valerius; May 14th, 2012 at 08:12 PM..
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May 14th, 2012, 08:29 PM
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Second Lieutenant
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Join Date: Dec 2008
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Re: Kailasa
I can do that with 5 Air yes. It's something to think about.
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May 14th, 2012, 08:40 PM
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Second Lieutenant
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Join Date: Dec 2008
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Re: Kailasa
Not death or Earth 6?
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May 14th, 2012, 09:36 PM
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Private
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Join Date: Apr 2012
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Re: Kailasa
Kailasa simply does not need death. Earth, nature, fire, astral, maybe water or air are great but death is not needed.
The death bless will not help the kind of army you have and you have so many awesome summons and so much astral magic that death is not needed for spells or summons.
Mike
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May 15th, 2012, 12:30 AM
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Second Lieutenant
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Join Date: Dec 2010
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Re: Kailasa
I don't understand why you would take astral for kailasa at all given how much astral they have anyway.
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May 15th, 2012, 12:33 AM
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Private
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Join Date: Apr 2012
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Re: Kailasa
Sorry, i was just saying it is better than death for them, personally i would take earth, fire, nature. Maybe trade out the fire for water. But that is subjective.
Don't ever try top stop arrows with an air bless, it will not work. Only take air if there are spells or items you could use.
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May 15th, 2012, 03:15 AM
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Major General
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Join Date: Mar 2007
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Re: Kailasa
Quote:
Originally Posted by legowarrior
Not death or Earth 6?
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I could see E6 but D6 doesn't seem appealing, especially since you'd be giving up any kind of E bless to get it. Also, I seem to recall people saying gandharvas are excellent and they have 3 encumbrance so E6 would give them a net encumbrance of 0. I'm a bit obsessed with the thugging aspect of the game so any time I can pick up an N bless I'll take it but you could of course forge gear for your thugs and just use mages to buff your troops in battle in battle (btw, one nice thing is that an N4 bless will give you 2 points of regen, not 1, since with the exception of yavana archers all your units have over 20 HP).
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May 15th, 2012, 03:26 AM
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Second Lieutenant
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Join Date: Dec 2010
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Re: Kailasa
D6 is pretty extreme given how easy it is to boost death and you won't be able to compete with the big death powers anyway.
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May 15th, 2012, 04:04 AM
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Major General
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Join Date: Mar 2007
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Re: Kailasa
Yeah, the increased affliction bonus isn't a big enough selling point to me to make it worth putting many points into D. The main thing I like about it is the potential of the DE combo for hidden in sand. F access would be useful for forging and summoning. I can certainly understand wanting to try something different but I think it's worth running some tests to see just how much you're getting out of that A bless and if it might be better to put those points elsewhere. You have summons with A magic and later in the game you'll have access to the A3 devata that, with a booster (ring of wizardry or elemental staff most likely), can forge A boosters. What about reducing the A to 4 and then adding either a level 6 and level 4 bless or a two level 4s and another path at 3? You'd still be able to forge A boosters and, if combined with E, forge elemental staffs.
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