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October 7th, 2004, 11:53 PM
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Second Lieutenant
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Join Date: Sep 2003
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Re: early fightin\' pretender spells
Seems to me you're thinking in terms of pure paths too much. Classic combat pretenders combine Air, water, and earth, and head for Alteration 3 asap. Script quickness, mistform, mirror image, iron skin and off you go. Astral is certainly useful, but you have to be aware of the magic duel issue.
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October 8th, 2004, 12:07 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: early fightin\' pretender spells
A lot of the good spells require two paths. Air and Fire gives a nice early Sulphur Haze; fire/earth gives magma bolts. High level example in evocation is Nether Darts, and frankly - artillery mages / pretenders are often underrated.
Other spells you neglect : Shadow Bolt, which can be pretty effective on a high-death pretender (because of reduced likelihood of successful MR rolls).
Mostly though, like Truper says - don't think in terms of single path pretenders. Unless what you _really_ want is a powerful bless effect, a single high level path generally isn't nearly as good as 2 or 3 medium high paths, and if you want a soloing pretender, most want more like 4 low level paths.
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October 8th, 2004, 04:01 PM
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Private
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Join Date: Jul 2004
Location: Edmonton, AB
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Re: early fightin\' pretender spells
Quote:
Cainehill said:
A lot of the good spells require two paths. Air and Fire gives a nice early Sulphur Haze; fire/earth gives magma bolts. High level example in evocation is Nether Darts, and frankly - artillery mages / pretenders are often underrated.
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Interesting. I had thought of an artillery pretender as something like a fire-9 moloch (that's pretty much the only one I've used), but a multi-path bLaster is an intriguing option. Do you have any specific examples? I've been looking at a partial rainbow for Man-Tuatha to cover some of the magic gaps, and adding in the artillery aspect fits nicely with Tuatha's power in evocation.
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October 8th, 2004, 05:11 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: early fightin\' pretender spells
Phoenix is good for early expansion. All it needs is Evo 3 and Alteration 3 and it will mop most indie provinces quite handily on its own. Air Shield and then start raining fire darts and fireballs on the indies, they'll route in no time. Fire darts is especailly good, with Fire 6, you can just sit the Phoenix in the far back corner of the battlefield and start slamming them home, even the indie x-bows need to spend one turn running forward before they are in range (by which time Air Shield will be in place). Any infantry or cavalry that actually gets close is going to get hit with massive immolation, and even if the bird gets whacked, who cares, it's immortal and flying, so getting to the front is no problem. When you get fire shield and cloud trapeze later on, it becomes a virtual expansion engine all on its own while you can concentrate on building up troop strength, mages and research in peace.
My friend used it quite successfully in a co-op game we had on the Cradle map. He was playing Machaka and he had just one real army and the phoenix for a good long time, and easily outpaced my expansion with Abysia.
Edi
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October 8th, 2004, 06:37 PM
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Sergeant
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Join Date: Nov 2003
Location: Berlin
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Re: early fightin\' pretender spells
I actually like an air phoenix much better. It's awe makes close combat spells actually feasible, and shock waves *is* a pretty good spell even against knights.
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October 9th, 2004, 03:16 AM
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National Security Advisor
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Join Date: Oct 2003
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Re: early fightin\' pretender spells
Well, an F6, A5 Phoenix is no slouch in that department either...
Edi
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October 9th, 2004, 03:38 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: early fightin\' pretender spells
One problem with the phoenix is that it _will_ cast Shock Wave and kill itself when Immolation is just as viable a spell, and much better in that it's immune to fire.
So in a sense, a phoenix geared to air might be better, if you're planning to, mmm, waste a turn casting magic to become immune to lightning. Or if you're wearing a ring of tamed lightning.
Fire/Air combined makes a very nice phoenix; adding earth makes it even sweeter ( some armor spells, magma bolts, summon earthpower, bladewind, and higher level magma eruption are all very nice ). It's late here, but I think there was another path I had success adding to the phoenix as a third path....
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