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March 26th, 2006, 04:44 PM
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Major
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Join Date: Sep 2005
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Re: New Mod: Archmages
oh yeah, it has been mentioned her defense is maybe too high
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March 26th, 2006, 04:55 PM
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Colonel
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Re: New Mod: Archmages
the defence combined with buffing versatility
mistform
body ethereal
personal luck
misform
astral shield
attack archers (with boots of flying on)
that combined with super high defence (which got better with champs trident which also gives quicness) is deadly
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March 26th, 2006, 06:20 PM
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Major
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Re: New Mod: Archmages
all the humans have the ability to buff up that way. new paths are cheap. that is what being human is all about!
anyway I dropped her defence down to 14.
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March 26th, 2006, 06:37 PM
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Colonel
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Re: New Mod: Archmages
yes all humans have the ability but they dont have the defence to make the buffing worth it
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March 26th, 2006, 09:24 PM
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Lieutenant General
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Location: Albuquerque New Mexico
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Re: New Mod: Archmages
Quote:
shovah said:
yes all humans have the ability but they dont have the defence to make the buffing worth it
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Freaklord : defense 20. Archmage, defense 17, several others have 13 (at least with the CB mods).
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March 27th, 2006, 04:27 AM
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Colonel
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Re: New Mod: Archmages
i would still go for the wind mage here because the freak lord often fatigues himselkf to death (trample) and the archmage (under cb) has to take all paths
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March 27th, 2006, 02:22 PM
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Lieutenant General
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Re: New Mod: Archmages
Eh - in CBalance, the freaklord gets 3 fatigue back each turn. In one recent game (human mages only) I kept my freaklord consistently at the top of the HoF until the very end game when he died soloing an army with several of the Ice Devils along. ( I think I would've killed them too, but it seems that the only attack Astral Weapon doesn't affect is ... trample! )
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Wormwood and wine, and the bitter taste of ashes.
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