
March 9th, 2004, 09:27 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Blood-1 in Vanheim
Quote:
Originally posted by tinkthank:
What is broken about Reinvigoration?
What changes do you envision in your blood mod besides adding blood-1 summons (yey!)?
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1) It does approximately nothing - after casting, the mage has about the same fatigue.
2)
a. Increase the research level and slave cost of greater blood summons (AD / ID), and increase cost of the higher-level blood summons.
b. Increase the number of units summoned by lesser summons (2 Fiends of Darkness or Serpent Fiends, for slightly over double cost).
c. Inrease cost or decrease effectiveness of Soul Contract / Lifelong Protection. Lifelong might be better if it cost 10 slaves and summoned 1 imp per turn, or 40/2, or even 20/1. Right now it is too strong, IMO. Soul Contract... 40 slaves and 1 devil/season rather than 1/month, or 160 for its current effectiveness... or even 80 slaves + 10 fire gems would be better.
d. Possibly give imps higher morale, or else give the Moloch something other than imps, or special 30-morale imps, so he does not rout so easily. An inherent Lifelong Protection on the Moloch rather than an initial clump of imps would keep him from routing.
e. Probably weaken IDs... slightly lower MR, HP, and DEF. I don't think they should be so much stronger than ADs.
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