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  #1  
Old December 11th, 2003, 05:37 PM
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Default Re: Please Help Me Tune My Man

Quote:
Originally posted by st.patrik:
Might as well add my priorities for nature research:

Alt. 6 - Mass Protection
costs a gem, but everyone gets barkskin - great for turning medium armour units into high-armour units

Conj. 4 - Strength of Gaia
Conj. 5 - Howl

Strength of Gaia gives side benefits as well as increasing your nature power, and howl is a nice way to harass casters since you can't target them anymore

Ench. 4 - Haste
Ench. 6 - Relief

Haste is nice if you're fighting an enemy big on missile weapons

Thaum. 5 - Growing Fury
Thaum. 7 - Charm

Growing Fury makes your guys go berserk, which means they won't rout. This is good
Charm is high-level, and short range, but otherwise good news

Construction (in general)
Everybody likes construction - specifically for treelord's staff or thistle mace to boost power, and if you have air various anti-missile items. Re-invigoration items are always nice too.

I don't much go for evocation, unless I'm making a poison-resistant army - which takes a lot of gems for summoning, and isn't always compatible with your regular army.

just my 2 cents
I've forgotten "Mass Protection". "Haste" is new in Dom 2 - I think, I haven't checked it out yet. I have mixed feeling on "Growing Fury". I haven't Lasted long enough as Man in MP to check out how useful it is yet.

"Charm" is nice but wasn't really practical In most cases, it's easier to kill an enemy than to defeat his/her MR. Also, anything beyond Level 6 is usually too late in the game to give a rule - you don't really know whehter you want to focus on Nature and you might have priority in some other paths.

"Evocation" is important for Man (Air), at least for the "Orb Lightning" or "Wrathful Sky".
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Old December 11th, 2003, 07:38 PM
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Default Re: Please Help Me Tune My Man

>I've forgotten "Mass Protection".


I find it's only really useful when you have a mass of very low protection troops (like maenads). If your army already has good armor the boost is almost nothing.


>"Haste" is new in Dom 2 - I think, I haven't checked it out yet.

Needs a gem and has high fatigue cost. I don't see it as a spell I will race for.


>I have mixed feeling on "Growing Fury". I haven't Lasted long enough as Man in MP to check out how useful it is yet.

Absolutely awesome spell. It fixes all morale problems in one spell. Love it.


>"Charm" is nice but wasn't really practical In most cases, it's easier to kill an enemy than to defeat his/her MR. Also, anything beyond Level 6 is usually too late in the game to give a rule - you don't really know whehter you want to focus on Nature and you might have priority in some other paths.


I have found Charm worth racing for.
Against conventional troops you get a lot of value by converting an enemy troop. Your enemy loses one. You gain one. Plus the one gained is in the enemy line and causes a bottleneck. A bunch of Charmed can really jam up an enemy army and save wear and tear on you own troops.

Against non conventional forces Charm is super potent. Grabbing an enemy Hydra, Elephant, Giant, Commander with items... can easily alter a battle, and better yet can get you excellent troops for free (if they survive). Keep in mind that Charm gains synergy with mass use. When I use it, I almost always have many mages casting. Usually no less that ten. Casting ten charms a round, round after round, and you can often end battles with more troops than you started with.

Nature magic has many useful spells, but Charm, Growing Fury, and Relief, are the ones that get "great" results on the battlefield (in my experience). Sleep and Poison clouds almost make the grade, but are somewhat situational. On some occasions ordinary "Sleep" can be used to good effect, although in most cases it gets replaced by charm once the research is done.
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Old December 11th, 2003, 07:46 PM
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Default Re: Please Help Me Tune My Man

Quote:
Originally posted by apoger:

Against non conventional forces Charm is super potent. Grabbing an enemy Hydra, Elephant, Giant, Commander with items... can easily alter a battle, and better yet can get you excellent troops for free (if they survive). Keep in mind that Charm gains synergy with mass use. When I use it, I almost always have many mages casting. Usually no less that ten. Casting ten charms a round, round after round, and you can often end battles with more troops than you started with.
You forgot that his troops often leave the battle.

Thats why I like rushing for hellbind heart if Im using blood. 2-blood magics and get someone to switch sides. I especially like it with assassins (the commander attacks his province), and used with snatching spells with a bunch of blood mages waiting at a lab.
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Old December 11th, 2003, 07:52 PM

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Default Re: Please Help Me Tune My Man

Charm seems like it would be most effective versus the quality-troop nations, i.e. Abysia, Jotunheim, and maybe Ulm. Well, maybe I'm just thinking Ulm because of their low MR. After having read this thread, I can certainly see adjusting my on-the-fly strategy to take advantage of this spell if I find myself neighboring one of these nations.

Hellbind Heart also sounds great, but for Man would require branching into blood. Is it more effective than Charm, or is it just the lower research cost and the fact that it requires easy-to-harvest slaves?
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Old December 11th, 2003, 07:59 PM
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Default Re: Please Help Me Tune My Man

Quote:
Originally posted by apoger:
>I've forgotten "Mass Protection".


I find it's only really useful when you have a mass of very low protection troops (like maenads). If your army already has good armor the boost is almost nothing.
Ummm... you've tested this? If you have prot-13 HI, as Man often does, the equation is 10+13+(10*13/40)=19.75 (rounds up to 20). 20 protection HI are incredibly good, and that's a hefty +7 bonus. Much more valuable than raising a 0-prot unit up to 10 protection.

Even Ulm benefits. Protection-18 Ulm HI goes to 24, a +6 bonus, as opposed to the +3 bonus from Legions of Steel. Or in addition, if you prefer

-Cherry
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Old December 11th, 2003, 08:06 PM
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Default Re: Please Help Me Tune My Man

If memory serves, Mass Protection = Mass Barkskin, and Barkskin only gives a single +1 PROT once above a certain threshold.
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Old December 11th, 2003, 08:15 PM
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Default Re: Please Help Me Tune My Man

Quote:
Originally posted by Taqwus:
If memory serves, Mass Protection = Mass Barkskin, and Barkskin only gives a single +1 PROT once above a certain threshold.
Common misperception=)

Barkskin gives 10 natural protection or +1 natural protection, whichever is greater. So units with 0 natural protection and 10 armor protection get 10 natural protection and 10 armor protection, which sum to 18. The forumla:

N=natural, A=armor, T=total

T=(N+A-(N*A/40)), rounded up.
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