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  #1  
Old January 6th, 2004, 10:21 PM

Lord Hammer Lord Hammer is offline
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Default Re: Is Ghost Riders too powerful ?

I have'nt had much success with it myself,hmmm, will try it again later. I did notice a) Against powerful armies, especially Marignon, it did squat. b) don't cast it in a province your attacking because it will target YOU not the ai By the time i reach that point in research i've got Well of Misery going and am using Harvester of Sorrows (Metallica ) and Legion of Wights with a dash of Plague and Black Death for flavor .
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  #2  
Old January 7th, 2004, 01:34 AM

Keir Maxwell Keir Maxwell is offline
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Default Re: Is Ghost Riders too powerful ?

What? A 9th level spell overpowered? In all my PBEM and SP play in Dom1 and 2 I've never got to cast a 9th level spell. If I ever do I hope its seriously overpowered!


cheers

Keir
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  #3  
Old January 7th, 2004, 03:18 AM
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Truper Truper is offline
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Default Re: Is Ghost Riders too powerful ?

Quote:
Originally posted by Keir Maxwell:
What? A 9th level spell overpowered? In all my PBEM and SP play in Dom1 and 2 I've never got to cast a 9th level spell. If I ever do I hope its seriously overpowered!


cheers

Keir
Hehe. I know exactly what you mean. I'm always amazed at people enquiring into the specifics of wish or the like. Games are (or ought to be) long over before you can cast a level 9 - especially since most take serious empowerment. Just once for giggles I played a game in which the goal was to cast Wild Hunt, just because I was curious to see exactly what it did. I more or less stopped playing after the initial expansion, set research to conjuration, and hit end turn alot The results of Wild Hunt are fun - a Lord of the Hunt with I belive 6 in Nature, and a couple in Earth goes around with a sqaud of Cu Sidhe and Wolves and randomly assasinates enemy preists More effective than Admiral whats-his-name from the Ghost Ship Armada (a spell which could stand improvement) but not something you'd want to use in a competative situation...
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Old January 7th, 2004, 03:41 AM
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apoger apoger is offline
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Default Re: Is Ghost Riders too powerful ?

>Games are (or ought to be) long over before you can cast a level 9 - especially since most take serious empowerment.

A long time ago I used to think like that. Then someone hit my army with Master Enslave. You can play a long way with little or no magic... but if someone gets some funky research done, they can ruin your day.

I'm not saying that everyone should take tons of magic. What I'm saying is that as a game goes long, you have to start worrying about the possibility that your enemies may whip some nasty stuff out of nowhere.

[ January 07, 2004, 01:42: Message edited by: apoger ]
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  #5  
Old January 7th, 2004, 03:55 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Is Ghost Riders too powerful ?

Quote:
Originally posted by apoger:
I'm not saying that everyone should take tons of magic. What I'm saying is that as a game goes long, you have to start worrying about the possibility that your enemies may whip some nasty stuff out of nowhere.
Remember also that even an astral 1 mage can cast master enslave if he has a full load of gems. The AI is pretty good about not wasting them on armies you can defeat easily either. Give him a spell focus or rune smasher for good measure to boost it's effectiveness.
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Old January 7th, 2004, 04:54 AM
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Default Re: Is Ghost Riders too powerful ?

>Remember also that even an astral 1 mage can cast master enslave if he has a full load of gems.

Um...no.

Sadly it looks like gem usage is not explained well (at all) in the new rule book. At least I can't find it.

In Dom1 a mage can only spend one gem per level of skill. I appears that this holds true in Dom2 as well.

You need very potent mages to cast the serious spells. Beyond even the skill and gems you must account for fatigue from the spell. If a spell will take you over 200 fatigue it will not cast, since this would endanger the mages health.
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Old January 7th, 2004, 05:36 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Is Ghost Riders too powerful ?

Quote:
Originally posted by apoger:
You need very potent mages to cast the serious spells. Beyond even the skill and gems you must account for fatigue from the spell. If a spell will take you over 200 fatigue it will not cast, since this would endanger the mages health.
Then I'll amend my statement to say that an astral 6 void lord with a starshine skullcap and a ring of sorcery can cast master enslave.
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