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  #1  
Old November 26th, 2003, 10:19 PM
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Default Re: Air vs Nature

With Moloch, i can afford order and prod 3, growth and luck 0, heat 3 and magic 2 and take a decent castle and fire 9.

[ November 26, 2003, 20:20: Message edited by: Nerfix ]
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Old November 26th, 2003, 10:22 PM
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Default Re: Air vs Nature

My opinion:

The only blessing effects that I have found potent are nature and fire. And then only in certain circumstances.

Wrathful Skies is no longer as potent as before, as it hits fewer spots every round. Still very strong in large/long battles, but harder to use as a mage versus army weapon. I consider this a good thing.
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Old November 26th, 2003, 10:22 PM

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Default Re: Air vs Nature

Thats fire, why choose fire instead of air? There is a Titan with 3 Air to start so same point cost.

Exactly Alex, that is why I wonder at the use of other abilities. They are functionally useful. Earth gets Reinvigoration, which is good for both Sacred and Mages. Then +4 Prot, which if you pick the right race can help quite a bit. Death has fear. The only one in that same type of boat is Blood which has a good base ability +2 Str at Path 4, but Death Curse is ... bleh. Even if you use throw away units like Flaggelents or Battle Vestals, in order to curse everything.


Edit: "Exactly Alex ..."

[ November 26, 2003, 20:25: Message edited by: Zen ]
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  #4  
Old November 26th, 2003, 10:26 PM
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Default Re: Air vs Nature

The Titan costs 125 points. Moloch costs 50.

Moloch is immune to Abysian Friendly Fireballs.

Titan isn't.

IMO the fire evocations are better than air evocations nowadays thanks to nerfed Orb Ligthning. And if someone says something about the precision of fire magic, i tell you that Abysians have precision of 8.

And Moloch is more in-theme with Abysia.

[ November 26, 2003, 20:26: Message edited by: Nerfix ]
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Old November 26th, 2003, 10:29 PM

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Default Re: Air vs Nature

Then why did you say "Lava Warriors .. Nuff Said." unless you were replying to Bless effects not being useful.

I agree that some are useful and in theme. Morloch works well with Abysia if you choose to go standard. I'm not arguing that point; only the point that you couldn't do the same with Air and have it be as viable -- which is my contention.
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Old November 26th, 2003, 10:38 PM
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Default Re: Air vs Nature

Quote:
With Moloch, i can afford order and prod 3, growth and luck 0, heat 3 and magic 2 and take a decent castle and fire 9.
Yes, if you consider the Mausoleum a decent castle, and are willing to go with a dominion strenth of 4. But a few tweaks to those scales, and fire 9 is affordable for an Abyssian Moloch.
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Old November 27th, 2003, 05:36 AM
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Default Re: Air vs Nature

I've never had any temptation to go Air for bless effects. What value is Air Shield 20%? None. Air Shield starts to become valuable at around 50%, IMO. Unless I aim for Air 9, I don't care about Air for blessing.

I give level-9-specific (not including cumulative bonuses) blessing effects the following rankings:

Best to worst:

Fire
Water
Nature (which goes to #1 for huge sacred units)
Earth
Air
Astral (higher for Flagellants)

Useless (or I don't understand them):

Blood
Death

So... I'd love a Fire-Water pretender for Marignon=)
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