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August 15th, 2004, 10:00 PM
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Corporal
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equipment configurations for supercombatants (SCs)
What are people using for equipment configurations for their Supercombatants (SCs)?
For both middle and then late game configs.
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August 15th, 2004, 10:40 PM
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Major
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Location: La La Land (California, USA)
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Re: equipment configurations for supercombatants (SCs)
I do not really change my SCs equipment depending on
the game's stage. I usually have them equiped with
a life draining weapon (wraith sword/blood thorn),
a quickness item (boots or jade armour), an amulet of luck.
Depending on whether my opponent is likely to use troops,
elemental attacks or mind affecting spells, I use the
remaining slots for respectively defense+protection,
immunity or magic resistance items.
In the few games that I have played 'till a very late stage,
I was equiping my Sc-du-jour with the following:
blood thorn
fire shield (the 5F5E one)
starshine cap (for the anti-magic)
jade armour
flying boots
amulet of anti-magic
pendant of luck
Of course, if for some reason the Sc's strength is not
overwhelming, or my blood income is low, they would be
using wraith swords. When they are natural fliers with
feet, I would give them boots of quickness and a decent
armour - CoD, RoI, or whatever my spare gems allow.
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August 16th, 2004, 05:39 AM
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Private
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Re: equipment configurations for supercombatants (SCs)
well, correct me if wrong, but IIRC starshine cap gives you +1 astral, is not a bad idea because of astral dueling? a 1S will lose almost every time he duels...or this +1 don't add if he has no astral base?
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August 16th, 2004, 05:52 AM
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Major General
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Re: equipment configurations for supercombatants (
Quote:
Aracon said:
this +1 don't add if he has no astral base?
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Correct, it doesn't. You must already have at least 1 in the appropriate magic path for a path booster to grant a benefit. Otherwise, why would anyone ever empower when it'd be so much cheaper to just grant 1+ path via items? Thematically, you must already be a mage to use mage-specific items like that. You cannot hand a farmer a crystal ball and expect they'll suddenly become a trained diviner. [img]/threads/images/Graemlins/ooo.gif[/img]
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August 16th, 2004, 06:06 AM
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Sergeant
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Re: equipment configurations for supercombatants (SCs)
To slightly hijack the thread - how do you equip SCs for fighting against undead powers?
I try to get 0 enc or reinvigoration about double my enc. Plus damaging shields - charcoal frex.
Otherwise its the usual luck pendant/MR item, Jade armour, flying boots, cheap sword, maybe a hat.
Pickles
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August 16th, 2004, 06:56 AM
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Sergeant
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Re: equipment configurations for supercombatants (SCs)
Quote:
Pickles said:
To slightly hijack the thread - how do you equip SCs for fighting against undead powers?
I try to get 0 enc or reinvigoration about double my enc. Plus damaging shields - charcoal frex.
Otherwise its the usual luck pendant/MR item, Jade armour, flying boots, cheap sword, maybe a hat.
Pickles
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If you've got enough fire gems and a 3F forger, stick a Flambeau on 'em. Eats undead pretty quick.
CC
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August 16th, 2004, 07:16 AM
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Major General
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Re: equipment configurations for supercombatants (
Quote:
Pickles said:
Jade armour, flying boots, cheap sword, maybe a hat.
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Make sure the hat is a jester's cap, or at the very least a 10-gallon hat with a large peacock feather. There's nothing more amusing than killing your enemies with your fashion sense. 
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August 16th, 2004, 09:09 AM
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Lieutenant General
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Re: equipment configurations for supercombatants (
Quote:
Arryn said:
Quote:
Pickles said:
Jade armour, flying boots, cheap sword, maybe a hat.
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Make sure the hat is a jester's cap, or at the very least a 10-gallon hat with a large peacock feather. There's nothing more amusing than killing your enemies with your fashion sense.
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you can't kill undead 
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August 16th, 2004, 09:11 AM
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Second Lieutenant
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Re: equipment configurations for supercombatants (
Two patches ago, I discovered that not only do heroic quickness and vanilla quickness stack, they multiply. Meaning a commander with 200% heroic quickness and Boots of Quickness doesn't get 2 extra actions for heroism and one for footwear, he gets (1+2 for heroism)*(2 for footwear).
I'm not sure whether this holds true for the latest Version, nor whether such a speed demon would be half as effective in MP as in SP, but I've found that equipment schemes which capitalze on this can make for some truly devastating anti-AI SCs.
My favorite combo is more stylish than effective: Two daggers(Or Swords of Swiftness, if ambidextrous enough), Chi Boots, an Astral Serpent, that hovering trident thingie, and a Horned Helmet. With 200% quickness, that's THIRTY-SIX attacks per turn, or FOURTY-EIGHT with dual Swords of Swiftness. Blindingly awesome as this sounds, I doubt it'd make a viable MP strategy.
However, even in MP, I don't think tactical flight is at all necessary for this sort of SC, unless his base tactical movement is so slow that he cannot flank the enemy in a single turn. If you plan on just sending him right into the enemy's biggest stack of troops, or have some other means of moving him around the strategic map, you can safely free up that foot slot.
This gives you plenty of options. While Chi Boots would most definitely give you the most bang for your buck, I imagine Boots of Stone would give you more bang, buck nonwithstanding, as would Boots of Quickness, which would allow you to replace your Jade Armor with either a Rime Hauberk, Bone Armor or, if you really LIKE your quickened SC, Fenris' Pelt or the Armor of Virtue.
As for hand slots, a shield seems like a bad choice as, except in the case of missile fire, a good offense is much, much more effective than a good defense. At least when you have six or so turns per round. Imagine one of these bastards with dual Duskdaggers, or a Sword of Swiftness in one hand, a Duskdagger in the other.
I could go on, but I realize I've probably been wasting much too much time describing equipment schemes for a highly specialized SC which may not even exist as of the Last patch, if not the one before. I suppose I'm just so fond of the little whirlwhinds, and I've never actually seen the quickness*quickness combo mentioned as a recipe for a viable SC before.
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August 16th, 2004, 09:25 AM
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Lieutenant General
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Re: equipment configurations for supercombatants (
Quote:
Vicious Love said:
Two patches ago, I discovered that not only do heroic quickness and vanilla quickness stack, they multiply. Meaning a commander with 200% heroic quickness and Boots of Quickness doesn't get 2 extra actions for heroism and one for footwear, he gets (1+2 for heroism)*(2 for footwear).
I'm not sure whether this holds true for the latest Version, nor whether such a speed demon would be half as effective in MP as in SP, but I've found that equipment schemes which capitalze on this can make for some truly devastating anti-AI SCs.
My favorite combo is more stylish than effective: Two daggers(Or Swords of Swiftness, if ambidextrous enough), Chi Boots, an Astral Serpent, that hovering trident thingie, and a Horned Helmet. With 200% quickness, that's THIRTY-SIX attacks per turn, or FOURTY-EIGHT with dual Swords of Swiftness. Blindingly awesome as this sounds, I doubt it'd make a viable MP strategy.
However, even in MP, I don't think tactical flight is at all necessary for this sort of SC, unless his base tactical movement is so slow that he cannot flank the enemy in a single turn. If you plan on just sending him right into the enemy's biggest stack of troops, or have some other means of moving him around the strategic map, you can safely free up that foot slot.
This gives you plenty of options. While Chi Boots would most definitely give you the most bang for your buck, I imagine Boots of Stone would give you more bang, buck nonwithstanding, as would Boots of Quickness, which would allow you to replace your Jade Armor with either a Rime Hauberk, Bone Armor or, if you really LIKE your quickened SC, Fenris' Pelt or the Armor of Virtue.
As for hand slots, a shield seems like a bad choice as, except in the case of missile fire, a good offense is much, much more effective than a good defense. At least when you have six or so turns per round. Imagine one of these bastards with dual Duskdaggers, or a Sword of Swiftness in one hand, a Duskdagger in the other.
I could go on, but I realize I've probably been wasting much too much time describing equipment schemes for a highly specialized SC which may not even exist as of the Last patch, if not the one before. I suppose I'm just so fond of the little whirlwhinds, and I've never actually seen the quickness*quickness combo mentioned as a recipe for a viable SC before.
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a bit dreaming :
a wished nataraja can get heroic abilities because she is no real god right ?
so wish for a bunch of natarajs and in sp you should still be able to bring them in the HoF 
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