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December 18th, 2006, 09:39 PM
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Second Lieutenant
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Re: Atlantis EA
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December 19th, 2006, 12:12 AM
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Re: Atlantis EA
My opinion on the subject (for whatever that's worth) is that Earth Bless should affect the unit's base Prot value, regardless of what the unit happens to be wearing. After all-unless the unit is wearing that sacred shroud thing, it is the unit who is sacred, not the unit's clothing.
Armor upgrade (ala Legions of Steel etc.) is, obviously, a different matter entirely.
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December 19th, 2006, 12:29 AM
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Major General
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Re: Atlantis EA
The problem with that is for the majority of sacred units, the earth bless prot bonus would then be half as big. And the remainder (shadow vestels, sacred serpents, werejaguars, yavanas, gibodai) still wouldn't care much - spending a nine-point blessing to boost your protection all the way up to 11 is not exciting. You could make the bonus +8 to base armor - a 15 protection sacred serpent starts to look interesting. I'm not sure if there are any sacred rhino lizards for which this would be ungamebalanced, though. Certainly it would make putting the throud of the battle saint on someone very interesting indeed.
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December 19th, 2006, 12:44 AM
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Re: Atlantis EA
I'll really be happy when we can mod the bless effects. How about a +6 to base armor? how does that look?
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December 19th, 2006, 03:26 PM
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Second Lieutenant
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Re: Atlantis EA
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December 19th, 2006, 07:45 PM
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Brigadier General
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Re: Atlantis EA
Or living pillars, or knights of the chalice, or knights of the templar, or burning ones ect.
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December 19th, 2006, 08:51 PM
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Major General
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Re: Atlantis EA
Shova32 - +6 base armor would be *half as big* for any of those as the existing earth blessing (+4), except for the living pillar, for whom it would be +4 on the head and +2 on the body (instead of the reverse.)
But black hunter spiders - or "sacred rhino lizards" as I called them in my original post, have a high natural protection (as opposed to blessed protection) already.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 20th, 2006, 12:28 AM
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First Lieutenant
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Re: Atlantis EA
Back to the original topic- EA Ulm needs help. Their troops are pretty crummy- only one unit has a shield, and it has only a short sword to go with it. Their mages, while not awful are earth/nature and therefore lack killing power. In a nutshell this nation has lots of "tools" (fast units, terrain bonuses, CR, stealth etc) but completly lacks raw power. The one thing i will say for them is that their inadequate units are reasonably priced. They need, at a minimum, either some good low level national summons or a better caster. I don't really have a good idea for a thematic summons though.
Other than KD, already mentioned, no other nation is really jumping out as underpowered off the top of my head. I will say that i have to disagree about Caelum- mammoths seem to me to be a great answer to hordes of scum ,their casters are excellent, and they get lots of free design points becasue of the cold.
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December 20th, 2006, 01:51 AM
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Re: Atlantis EA
How does EA Ulm's magic resistance compare to other nations? Thematically, it makes sense that they might have a boost to MR and if they don't that might be a good way to even them out, if it's felt to be needed.
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December 20th, 2006, 06:46 AM
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National Security Advisor
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Re: Atlantis EA
EA Ulm has access to: 1) All elements. 150% random gives both Shamans and Smiths have a 50% chance of either Fire random (to Magma line of spells) or E2 (to Earthpower and Blade Wind) from both randoms. Their problem is weak access to Water line of Evocations; their units would make it very good if they had easier access to Water casters. Some Smiths will have one pick, very few might have 2. If your pretender can build Robe of the Sea (or you wait to Constr 6 and Water Bracelets) you can start forging boosters with the Smiths.
E2N2 is enough for Earth Power/Blade Wind, which is more than fine in EA, and Sleep, which gives them one low-level counter to tough units if they can deal damage via other ways. Their normal units should be able to finish up e.g. Niefel Giants if the Sleep strikes them unconscious. They have some heavy-duty damage-dealing units in all their double-attackers, VERY good armor for EA humans, and forge bonus and tough national commanders. N2 gives access to Thistle Maces, and N3 is fine for Charm, berserk-line of spells, Haste and few other Enchatments (inluding Regeneration and Mass Regeneration).
They would benefit from having access to MA Ulm's Tempering the Will. MA Ulm doesn't use it because MA Ulm gets nothing else from Thaumaturgy; EA Ulm on the other hand gets Charm and the berserk spells.
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