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January 22nd, 2004, 10:18 AM
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Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?
Quote:
Originally posted by Zen:
Definitely look at heavy order and production scales and magic are all very nice.
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I agree on order and production, but magic 0/+1 is good enough for me, as buying more gives diminishing returns:
scale - RP cost - delta (assuming Witch Doctor)
-3 ...... 45 ......
-2 ...... 30 ...... (-15)
-1 ...... 22.5 .... (-7.5)
+0 ...... 18 ...... (-4.5)
+1 ...... 15 ...... (-3)
+2 ...... 12.85 ... (-2.25)
+3 ...... 11.25 ... (-1.6)
++ ...... 10 ...... (-1.25)
It's even slightly worse when you factor in experience (shift the costs a row down to get the RP cost for a 1-star WD).
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January 22nd, 2004, 03:38 PM
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Corporal
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Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?
Hey thanks for all of these tips.
Before I read Windreaper's post (and the later ones), I went ahead and tried a new game, with ok success up till now.
Obviously I do not grasp the importance of the scales yet, but perhaps later.
I went with a Ghost King, and made a good searcher (4 death, 4 earth, 4 nature, 4 fire, 2 water), 2 heat scales and 1 magic. I went with the 2 water perhaps for a stupid Idea, will see how it turns out: there is a Very Powerful Item, I think it is called the Water bracelet, which only costs 5 gems and req. 1 water skill, gives +1 water. With one of these on my pretender or two on a Black Sorc with a Skull of Fire (if he has random water), they can forge a Staff of the Elements (+1 all elements), which I can give to a witchdoctor to let him forge the Flame Helmet. Then my casters can stop researching and join a battle, if my nation survives that long.
I am going for high construction and alteration, middle conjuration and evokation.
Also, water works ok with some alteration and early evocation spells I think.
Well, I am sure it will be much different than I plan (so far havent found any water sites!), and I will try a new game perhaps with some of Windreaper's suggestions. But maybe I would try a Greath Mother instead of PoD. Also, I just sort of *like* the spiders. Maybe they are not so great, I just sort of like the big hunters. And they get nice bless effects with my 4 4s.
Well thanks for listening anyway.
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January 22nd, 2004, 07:49 PM
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Join Date: Sep 2003
Location: Oregon
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Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?
The best bless effect I've found for the Hunter Spiders is Earth 9. This gives them protection 26, and means the never tire.
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January 23rd, 2004, 07:27 AM
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Join Date: Sep 2003
Location: Finland
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Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?
One huge thing, which hasn't cropped up yet: Machaka can make use of Fever Fetishes off the box! Best path to fire gemmity goodness:
- Black Sorceror forges Earth boots (skip, if random was Earth)
- Black Sorceror forges Dwarven hammer
- Someone summons an undead commander, since they don't give a rats @$$ about diseases.
- Witch Doctor w/ D-Hammer hammers away Fever Fetishes a-plenty (req. Fire-1, Nature-1).
- Fever Fetish goes to an undead commander. Black Servants work best (stealth).
- Remember to harvest (F7->pool(fire gems))
Cost to start this is quite a bit (in gems) but I find it *very* worthwhile, especially after recruiting indy-alchemist and forging the Alchemists' Stone
Dwarven hammer should be used. Really.
- Humer
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January 23rd, 2004, 08:09 AM
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Join Date: Oct 2003
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Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?
Humer: that sort of goes without saying but is a good point anyway. I admit that I turn quite a hefty amount of the fire gems to cash, too but most of the time I just go to town with Flames/Fires from the sky or build some phoenix rods instead (incinerate = best fire combat spell). Those work especially well against all kinds of big monsies, mass protected ulm troops etc. Also, tested a 4-air Virtue design today and would heartily recommend it for Machaka, too. You actually get the same scales as w/ PoD.
As for Hunter Spiders, I'm still not a big fan of them. Just too easy to take out with magic to be worth the investment. Actually, I find that the mages are Machaka's real strength. I mostly build Hoplites (damn these troops are cool) with some shortbows thrown in with 'fire at archers' to take out longbows/crossbows. Later in the game just mass protect your hoplites for prot 23, have plenty of black sorcerers casting magma eruption and use relief to make their fatigue go away.
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January 23rd, 2004, 08:20 AM
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Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?
Quote:
Also, tested a 4-air Virtue design today and would heartily recommend it for Machaka, too. You actually get the same scales as w/ PoD.
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SHHHHHHHH. That was my secret! 
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March 5th, 2004, 06:19 AM
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Re: Last question (I hope) on magic learning strategies (Machaka or similar multi-path)?
I tried machaka Last night and was doing okay with them, but their province defense was killing me. It did not seem to matter if I had a PD of 1 or a PD of 30, they got destroyed by anything. The low defense and zero protection is a killer. How do you guys keep enemies out of your territory with these guys?
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