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March 26th, 2006, 03:57 PM
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Major
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Join Date: Sep 2005
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Re: New Mod: Archmages
yeah, I usually script him quickness then fire fire fire fire cast spells,
he is amazing in the druid/elf provinces if you script him to fire large monsters, then those dark vines just demolish the rest of their army.
I find it dangerous to script him to fire, because when he is don, he can run in to his death, but if you must script him to fire, use two fires after 3 spells, then script him to fire and flee. this often ensures his survival.
These mages where not designed to solo independant provinces -- and the commanders are usually at the back, waiting to kill the two archers you grab.
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March 26th, 2006, 04:27 PM
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Colonel
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Re: New Mod: Archmages
i also think the wind one is a little too tough especially for a mage (with a little bit of equipment practically invincible)
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March 26th, 2006, 04:44 PM
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Major
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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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Join Date: Mar 2004
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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Wormwood and wine, and the bitter taste of ashes.
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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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March 27th, 2006, 02:32 PM
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Colonel
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Re: New Mod: Archmages
nice, didnt know he had reinvig
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