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June 19th, 2007, 04:52 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Turn 2 Pretenders
It sounds like a good comparison. Level 5 is enough to split up the combatant gods from the non-combatant ones. And your impressions of how well they do will be helpful to people who are considering that as a way to go.
Thanks for posting it.
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June 19th, 2007, 06:02 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Turn 2 Pretenders
Ancient Kraken is a very good expander right from the box, especially with Dom 10 and a few paths.
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June 19th, 2007, 06:07 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Turn 2 Pretenders
Ancient Kraken, as honey said, is great. I particularly like him with some earth magic to boost his protection.
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June 19th, 2007, 06:08 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
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Re: Turn 2 Pretenders
Whenever I try expansion pretenders they always end up taking some weak hit and getting an affliction. I have pretty bad luck with afflictions, is there a way of reducing the chance of an affliction?
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June 19th, 2007, 06:13 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Turn 2 Pretenders
Take a tougher pretender or wait until they have some equipment(E9 cyclops, PoD with shield ect).
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June 19th, 2007, 06:38 PM
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Second Lieutenant
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Join Date: Mar 2007
Location: Holbrook,AZ
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Re: Turn 2 Pretenders
Ways to reduce afflictions:
If you give your pretender dominion 9 or 10 you get Awe ability which is the best defense.
Pretenders with regeneration have less chance of gaining aflictions (Wyrm,great mother)
magic path of Air 1 allows you to cast air shield which is very effective combined with Awe and fear.
High Earth path gives high protection.
Also, makes sure you have at least 1 candle of dominion in the territory you attack to gain extra health effects. The more hits you have, the bigger the hit has to be to cause afflictions.Do not attack territory with negative or severe negative dominion without equipment and or buff spells.
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June 19th, 2007, 08:15 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Turn 2 Pretenders
Regeneration is the only effect that directly impacts whether you take an affliction or not.
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June 19th, 2007, 09:37 PM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Turn 2 Pretenders
Quote:
Rytek said:
Also, makes sure you have at least 1 candle of dominion in the territory you attack to gain extra health effects. The more hits you have, the bigger the hit has to be to cause afflictions.Do not attack territory with negative or severe negative dominion without equipment and or buff spells.
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It's the territory you're attacking from, not the territory you're attacking, that determines the dominion HP boost/penalty.
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http://z7.invisionfree.com/Dom3mods/index.php?
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June 19th, 2007, 11:03 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
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Re: Turn 2 Pretenders
Quote:
vfb said:
It's the territory you're attacking from, not the territory you're attacking, that determines the dominion HP boost/penalty.
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Is that true? That makes a big difference.
Does that apply for immortal ressurection?
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