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October 7th, 2003, 01:43 AM
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Quote:
Originally posted by Kristoffer O:
Can it be that no one gives their pretenders astral picks?
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I played an "Astral Queen" Virtue twice in PBEM and terrorized Pythium, Arco and Abysia with her. With decent equipment and Vortex of Returning as my 5th spell I could TP or gate on my enemies and slay up to 4 astral mages/game turn with little risk. What's funny is both games happened before the MD fix patch, and they could easily have her bite the dust ;-)
Even with the fix this strat remains valid (albeit a bit more risky) - and I wouldn't design a costly pretender without thinking about it.
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God does not play dice, He plays Dominions Albert von Ulm
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October 6th, 2003, 03:17 PM
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Quote:
Originally posted by Nerfix:
quote: Originally posted by Nagot Gick Fel:
quote: Originally posted by Nerfix:
And how does 3 Cold differ from 3 Heat for R'lyeh?
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Because they're better water mages than fire mages? Are there some mechanics i am unaware of? Like Water/Fire spells costing more fatigue in Heat/Cold Dominion? Fire magic and auras are weakened in cold provinces and vice versa. R'lyeh can protect itself from cold effects easily enough, has a wide range of water spells available, and sucks at fire magic - so why choose a hot dominion? Many players argue a hot dominion is beater to deal with Ermor, Atlantis, Caelum, and Jotunheim, and indeed picking heat+3 might be a wiser choice if these nations are in play.
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God does not play dice, He plays Dominions Albert von Ulm
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October 6th, 2003, 06:10 PM
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Just realised something...
The role of Illithids has changed:
In Dom I, they are "artilery", having a ranged attack with AoE.
In Dom II, they seem to be somekind of "Snipers", taking out single units effectively out of batle. I can see the huge potential of this, being able to lock down Cavalry, including Knigths, Serpent Cataprachts and *drum roll* Atlantian War Lobsters and "Big creatures", including Krakens, Sea/Horned/Sacred Serpents and *behold!* Shamblers And i think that their commanders can still target magic Users and commanders, shutting down mages, priests and *gasp* supercombatants.
Of course i think that you can resists the effects of new Mind BLast, but i can still see the potential.
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 6th, 2003, 06:38 PM
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Quote:
Originally posted by Nerfix:
Just realised something...
The role of Illithids has changed:
In Dom I, they are "artilery", having a ranged attack with AoE.
In Dom II, they seem to be somekind of "Snipers", [...]
Of course i think that you can resists the effects of new Mind BLast, but i can still see the potential.
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Good point(s). Their effective range will also be a decisive factor to define their new role, though.
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God does not play dice, He plays Dominions Albert von Ulm
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October 6th, 2003, 06:53 PM
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Lieutenant General
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Quote:
Originally posted by Nagot Gick Fel:
quote: Originally posted by Nerfix:
Just realised something...
The role of Illithids has changed:
In Dom I, they are "artilery", having a ranged attack with AoE.
In Dom II, they seem to be somekind of "Snipers", [...]
Of course i think that you can resists the effects of new Mind BLast, but i can still see the potential.
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Good point(s). Their effective range will also be a decisive factor to define their new role, though. I think that the range is something like 50 or so. Well, Kristofer said so.
I can already see R'lyeh frying your brains in Arena combat...
Tentacle Boogeyman sits on the other edge of the batlefield and fries the enemies brains...
Extra paralysation does damage 2 per round.
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 6th, 2003, 11:07 PM
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Quote:
Originally posted by Nagot Gick Fel:
quote: Originally posted by Jasper:
The Shedu's inability to wear an Astral Skullcap, 125 cost, and starting with only 1 Astral is particularily bad.
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The Shedu has a head slot, actually. D'oh! I looked up the other stats, but was too lazy to create a Pretender and a game to check that bit.
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October 7th, 2003, 12:57 AM
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Quote:
Originally posted by Jasper:
quote: Originally posted by Nagot Gick Fel:
quote: Originally posted by Jasper:
The Shedu's inability to wear an Astral Skullcap, 125 cost, and starting with only 1 Astral is particularily bad.
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The Shedu has a head slot, actually. D'oh! I looked up the other stats, but was too lazy to create a Pretender and a game to check that bit. If there weren't better pretender choices for Arco, I could be tempted to play a Shedu. Either without extra magic, or with earth 3-4. At least when he dies, you get a magic duel-immune pretender who can still use Invulnerability. It's just ridiculous that the Great Mother is cheaper and can give you everything the Shedu has - you just need a pair of Winged Shoes - and more.
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