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  #1  
Old July 9th, 2007, 03:00 PM

MaxWilson MaxWilson is offline
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Default Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.

Hmmm, that kind of makes me want to try a communion with Ktonian necromancers, the ones with an Astral random.

<Communion Master, Invulnerability, Phoenix Pyre, Soul Vortex>
<Communion Slave, hold, hold, hold, attack>

It's probably less effective than just spamming Magma Eruption but it sounds like fun. The few times I've played with Phoenix Pyre I have been frustrated by the way afflictions accumulate, but I'll give it another shot here.

-Max
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  #2  
Old July 9th, 2007, 03:13 PM

MaxWilson MaxWilson is offline
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Default Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.

In my experience, the best part of immortality is the recuperation from afflictions, especially since it works outside friendly dominion.

-Max
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  #3  
Old July 9th, 2007, 03:22 PM

Shovah32 Shovah32 is offline
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Default Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.

Quote:
MaxWilson said:
Hmmm, that kind of makes me want to try a communion with Ktonian necromancers, the ones with an Astral random.

<Communion Master, Invulnerability, Phoenix Pyre, Soul Vortex>
<Communion Slave, hold, hold, hold, attack>

It's probably less effective than just spamming Magma Eruption but it sounds like fun. The few times I've played with Phoenix Pyre I have been frustrated by the way afflictions accumulate, but I'll give it another shot here.

-Max
Theres no point in putting soul vortex on communion phoenix pyres, they dont stick around long enough to use it(it is fun when the enemy stabs an old man and a block of his troops get blown up though).
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Old July 9th, 2007, 03:31 PM

MaxWilson MaxWilson is offline
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Default Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.

Wherefore no soul vortex? They should be at fairly low fatigue (40-ish?) after casting the above spells. I'm not sure whether the communion master needs to be on <attack> also, or whether the Soul Vortex will drain fast enough that one spellcaster will be permissible, but just mix the communion slaves with a bunch of militia or atavi infantry at the beginning and they should start their hobbling-old-man attack at close to 0 fatigue. Thereafter they'll gain fatigue only in melee or from dying, or from the Communion Master if he's not on <attack>. Soul Vortex will be leeching back fatigue at the same time, though, and if you have an E9 bless on top of that I can see them living a good long time.

I'd like Phoenix Pyre more if it did more damage, and this tactic is probably going to be less effective than just enchanting a few Flame Corpses and spamming Magma Eruptions, but hey! it's worth a shot.

-Max
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Old July 9th, 2007, 03:50 PM

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Default Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.

Make sure that communion master is on attack (or retreat!)

If he's casting, the slaves will do nothing.
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Old July 9th, 2007, 11:08 PM
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Default Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.

I had fun with these guys in SP. I made an awake Dom9, F3E3D5 Bakemono Kunshu and used him to expand solo. Dom9 for Awe and hit points, D5 for fear, F3 for attack, E3 for a little protection, and it leaves you with only 4 wasted points.

Scales were: Ord3,Sloth3,Heat1,Misfortune2,Drain2.

Sloth 3 still let me recruit as many O-bakemonos as I had gold for, and they're a decent morale troop for another expanding army. One Uba crafted out skull talismans for a load of Mujina assassins, who can then kill most indy leaders. The leaderless indies will route when you send in a single unit (a scout will do, or a Bakemono shaman can hide and preach until the leaders are all dead). Watch out for lizard and amazon provinces, since they like to use bodyguards. Bodyguards = 1 dead Mujina prophet.
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  #7  
Old July 10th, 2007, 01:22 PM

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Default Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.

I'd forgotten all about Awe- pricy as it is, it is a persistent, fatigueless effect. Thanks for the (on-topic) tip VFB. Jeff, thanks for the tip about Lammashtas. Thanks for the feedback on flight. On an attempt to bring the Ktonian deviation on topic somewhat,can a crystal matrix and slave matrix work even if none of the slaves have paths in magic, and none of the masters paths in astral?

With an immortal pretender, theres' little drawback (aside from points) in taking astral. So, with the right paths and research, you should be able to forge several matrixes. A lot of effort to get higher in the paths, but maybe you can spam elementals? Whatever. The Sorceror does have a lot of '2's, and a lot of interesting things become available at 3. Plus spells and artifacts like earthpower and earth boots... Even 2 communion slaves might be interesting.

Skull Talismans on Mujina? Interesting. I hadn't ever tried that artifact. And Mujina expansions? Also interesting. I'l have to try that. It may give me additional material to discourage incursions, if I can just find a way around the bodyguards.

For an interesting idea I have yet to try...
Dark Skies. Unfortunately a defensive spell, it reduces enemy morale by one for each point of friendly dominion. Won't affect many undead or magical bodyguards, but will render Mujina a lot more effective in friendly territory.
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  #8  
Old July 10th, 2007, 01:32 PM

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Default Re: Immortals. There CAN BE ONLY ONE! Sorry, Two.

I took an imprisoned one in a recent mp game(very risky),
but I envision using him with items, and the advantage of immortality is that if he dies, i do lose items but not my pretender, and he does heal wounds.

I will not equip him with great items, but with a few constr 4 items he can be quite potent. While awe is great, with dom 1, I think the price is too high.

Especially since mine will not awaken until year 3 and there are many units with morale 50 in play by that time.
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