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Boron said:
I play pythium atm in MP too and my conclusion is that it is not worth to protect theurgs .
Most important is to quickly get good summons with pythium .
Their national stuff sucks in battle .
Theurgs excel in research and forging but not on the battlefield .
Earlygame they are ok with false horror spamming or frozen heart or similiar stuff but in midgame they are outdated once your enemies can defend easy vs. false horrors and can cast rain of stones , earthquakes or similiar spells .
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I'm not sure that they are outdated.
After all false horrors are great vs. PD, which keeps the theurgs effective for raids (with flying boots).
Also they can cast any number of powerfull astral spells with/out communion.
I do agree that they become less usefull and that keeping them alive becomes a challenge.
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Getting good summons quickly with pythium is not easy though also . The art with pythium is imho to survive until lategame well enough . In lategame pythium is one of the best nations but for a long period of 20-30 turns in midgame they literally suck . If enemies exploit this then you have a hard time with pythium .
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I've also experienced this mid game weakness with Pythium.
Truth is, the reason for my original post is that I'm trying to form a successfull mid game pythium strategy.
rain of stones and earthquaked wasting theurgs is one problem I wanted to address.
Another problem is limited access to SCs.
I was thinking that maybe building towards good astral summons (angels, ether) might be a good direction.