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  #1  
Old June 15th, 2007, 01:23 PM

sum1lost sum1lost is offline
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Default Re: Sacred Units!!

In a sp game, they fell to acid spells and reef warriors pretty quickly

length 0 hoof takes poison damage.
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  #2  
Old June 15th, 2007, 01:27 PM

thejeff thejeff is offline
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Default Re: Sacred Units!!

Area effect poison does wonders.
Sauromatia's poison archers did a number on my Vanheres, but they are slower and unshielded.

For the repel on the length 0 hoof, (I assume you're talking about repel) doesn't it have to hit? Or do I misunderstand repels?
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  #3  
Old June 15th, 2007, 01:37 PM

sum1lost sum1lost is offline
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Default Re: Sacred Units!!

Reef warriors have this cool little thing where attackers with length 1 automatically get hit by (I think weak) poison, thanks to coral armor. Which turns off glamour the next turn by causing damage.

After that they become much more vulnerable.
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  #4  
Old June 15th, 2007, 02:38 PM

Valandil Valandil is offline
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Default Re: Sacred Units!!

Hmm.
I really like ancestor vessals with W9D9. AFAIK both affect shooting and melée, hence, lots of howling affliction causing arrows. Unfortunately, pretender cannot cast either wind guide or flaming arrows.
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  #5  
Old June 15th, 2007, 02:54 PM

Shovah32 Shovah32 is offline
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Default Re: Sacred Units!!

I prefer ancestor vessels with a cheaper W9N4. The D9 extra damage dosnt work on shooting(just afflictions, i prefer to kill enemies than to cripple them) and the nature keeps afflictions away from my ancestor vessels which i consider a top priority. On all but the cheapest sacreds(flagellants/maybe mictlans) a heavy death bless seems a bit of a waste to me.
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