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February 15th, 2006, 05:07 PM
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Colonel
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Join Date: Aug 2005
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Re: Caelum questions
the only time i use caelums melee units (not mammoths, i use them alot) are either when i desperately need to reach mages/archers or against a ton of ethereal undead (read SG ermor) but generally i stick with mammoths and archers (who often have wind guide and fire arrows from a pretender in large fights)
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February 15th, 2006, 09:01 PM
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Second Lieutenant
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Re: Caelum questions
Another quick question..both mages have easy access to quickness. But they putter out once the script is done it seems. Do you guys still cast quickness without reinvig items?
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February 15th, 2006, 09:20 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Caelum questions
depending on the mage and the equipment of the mage... quickness is one of the first spells I have him casting.
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February 16th, 2006, 11:49 AM
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First Lieutenant
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Re: Caelum questions
Quote:
Do you guys still cast quickness without reinvig items?
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Usually. You get the nearly the same number of spells cast (minus the fatigue for quickness) but at twice the rate. Most of the time that is good.
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February 17th, 2006, 10:51 AM
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Second Lieutenant
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Re: Caelum questions
I had a critical battle in my SP game, and wanted to see what different effects quickness had on the outcome. After all my orders were complete, I saved, quit, and backed up the directory (only way I figured out how to save a turn).
4 times, with 13 mages 20 light infantry and about 60 archers, this army was beaten by a TC army of 3 mages, 127 various units (most ranged) and 7 Celestial soldiers. All 4 battles each of my mages started with quickness. All were crushing defeats, losing most of my forces, and over half of my commanders..the ones still passed out.
I took quickness off this last time, and basically scripted the same spells just w/o quickness. This time I only lost 25 (most of the Caelum light infantry, and a few bowmen), and killed 72, all his CS and 4 commanders.
The CS in the first 4 battles plowed through screen, and nailed my archers. Most of the mages blew their wads before getting in optimal range, so by the time the CS hit my lines, every mage was over 100 fatigue. The last battle, they had atleast 2 turns of pretty high hit/miss ratio spells.
Without reinvig, or nature mage backup, quickness I think is a liability. I think summon scripts would work fine with quickness, as the more on the field at once, the better...but for most any script that relies on Prec...I think I am going to leave quickness out.
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February 17th, 2006, 11:44 AM
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Lieutenant General
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Re: Caelum questions
it very often is a liability, even for a lot of thugs. I rarely script quickness for mages; except for w1 mages casting frozen heart, or if perhaps I have a relief caster on hand.
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February 17th, 2006, 11:50 AM
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First Lieutenant
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Re: Caelum questions
Hmm, well I'm not sure the blame is quickness or positioning your mages out of range of their spells? Did you try reloading that saved game and putting your mages closer to the troops you are targeting. (Maybe have them cast air shield if you are worried about the ranged units?) Then again, quickness may not be the right choice.
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February 17th, 2006, 02:22 PM
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Lieutenant Colonel
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Re: Caelum questions
Well, its pretty obvious that quickness loses most of its charm in long drawn out battles. The whole point of quickness is to end the battle much quicker in order to avoid reaching critical fatigue and losses. (That is, that's its purpose for mages. Thugs and SCs are a different story.)
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February 17th, 2006, 02:30 PM
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General
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Re: Caelum questions
Quickness is not only great for casting spells faster but if it's a losing battle... this spell will increase the chances of your mage surviving because it will be running faster off the battlefield and have +3 DEF.
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February 17th, 2006, 02:41 PM
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Lieutenant General
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Re: Caelum questions
He will also get his fatigue up much faster due to the doubled casting so he will, probably, be unconscious when the enemy reaches him.
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