.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old August 15th, 2007, 05:01 PM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: MA Marignon

Why a Nature bless for Flagellants?

Flagellants die. In masses. That's what they do. I see blesses for flagellants as a way of keeping them alive long enough to reach the enemy (Air, Astral9) and doing more damage when they do (W9/F9). What does Nature get them? Regen on their low hps won't help much. It'll keep them from getting more afflictions, but they start with afflictions and often die on the first hit anyway?
For the ones who start with disease? Throw them into battle and let them die.

Fire doesn't help with diversity, but it is thematic.
Maybe W9,A4? Water helps both sacreds, even the small Air bless helps Flags. A minor Earth bless is nice but not very helpful even for the mages.
A minor Death bless might be good, but it's so unthematic for Marignon, I don't use it.
Reply With Quote
  #2  
Old August 15th, 2007, 05:24 PM

Warhammer Warhammer is offline
Sergeant
 
Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
Warhammer is on a distinguished road
Default Re: MA Marignon

I noticed with the nature bless that not all flagellants had afflictions. The affliction "bonus" also helps your old mages from getting any as well. That is a great boon in and of itself, even taking flagellants out of the equation.

You're right about the Earth bless. I can change that to an Air bless. That also takes care of the lack of air booster problem. A1 on a mage can't do much, but A2 or A3 is pretty nice.

The problem with water is that it does not help your Knights' or flagellants attack skill. The flagellants are going to get hit even with a good water bless, so the +4 attack seems more appealing to me. But, you are right it is limiting as far as diversity goes.

Now, what might be good is a W9F4A4D4. I need to check chassis and see what will work.
Reply With Quote
  #3  
Old August 15th, 2007, 05:31 PM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: MA Marignon

What the water helps the Flagellants with is the extra AP. Obviously extra attacks, but the movement lets them spend less time crossing the fields getting pelted with arrows.

I didn't know about Nature bless helping with starting afflictions for flagellants. How sure are you of that? Not all flags start with them anyway, just most...

I'm also pretty sure it doesn't help with mages getting old age afflictions. Growth scales help, maybe. Nature magic on mage increases max age, but the bless should only affect them when they're blessed, not with aging checks.
Reply With Quote
  #4  
Old August 15th, 2007, 06:30 PM

Warhammer Warhammer is offline
Sergeant
 
Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
Warhammer is on a distinguished road
Default Re: MA Marignon

If the Nature doesn't help the mages then the points there might be better spent on Growth scales.
Reply With Quote
  #5  
Old August 15th, 2007, 07:11 PM
BigDisAwesome's Avatar

BigDisAwesome BigDisAwesome is offline
Second Lieutenant
 
Join Date: Jan 2007
Location: Ohio
Posts: 527
Thanks: 1
Thanked 0 Times in 0 Posts
BigDisAwesome is on a distinguished road
Default Re: MA Marignon

I still think F9/S9 is where it's at if you want to take a bless with Marignon. The Twist Fate is basically doubling a Flagellant's life span, the flaming weapons are great for their and the Knight's multiple attacks, and the Magic Resist is great for your angels when you start summoning them.
Reply With Quote
  #6  
Old December 7th, 2007, 07:22 AM
WraithLord's Avatar

WraithLord WraithLord is offline
General
 
Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
WraithLord is on a distinguished road
Default Re: MA Marignon

I'm playing a MP game with MA Marignon and have done some tests prior to starting it. I have come to consolidate the following opinions about this nation (in no particular order or importance):
1. Its not really a bless nation. The knights of the chalice are nice but capitol only. The falgelants are crap.
2. Mundane armies are xbows, infantry screens ( pick and choose depending on the opposition there's an answer for opposing cavs, archers and infantry). Those should be backed up by mages and inquisitors. Mages mostly spam evoc. fire spells and priests boost moral and possibly banish/smite.
3. Magical diversity is bad (S+F almost exclusively). Rainbow mage is almost a must on this nation. Its possible to use a hybrid SC/Rainbow chassis or a full SC but I dislike those options as both have negative impact on end game.
4. Astral. Surprisingly Marignon is not the king (at least not when nations such as Pythium, Bandar, R'lyeh, MA Ermor are involved). So special care needs to be taken when facing a strong astral nation.
5. Dominion kill is a viable strategy. It takes some managing investment but sneaking preachers and inquisitors may pull this off.
6. Angels are one of this nations prominent powers. Plan to use them often and well. All the angel types have their uses as SCs/ anti SCs/ Raiders.
7. Blessable mages benefit from earth bless.
8. The above makes research order clear. Evoc. 4 (holy pyre, fireball). Summon. 7 (angels). Alt. 3 (SC buffs). Const 4 (SC basic items). Thaum 3 (elemental search, mind burn, teleport).
9. The above makes optimal pretender clear. Cheap rainbow mage (don't worry about high dominion due to good preachers). E4-6, N2-4, A2-4, W2-4, D2-4, the rest are optional. Dominion 5-7.
Reply With Quote
  #7  
Old December 7th, 2007, 08:45 AM
mathusalem's Avatar

mathusalem mathusalem is offline
Sergeant
 
Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
Thanked 1 Time in 1 Post
mathusalem is on a distinguished road
Default Re: MA Marignon

can you detail the 6. about the use of angels ?
Reply With Quote
  #8  
Old September 4th, 2012, 07:02 AM

John_Madlock John_Madlock is offline
Corporal
 
Join Date: Nov 2009
Posts: 53
Thanks: 16
Thanked 2 Times in 2 Posts
John_Madlock is on a distinguished road
Default Re: MA Marignon

Quote:
Originally Posted by WraithLord View Post
6. Angels are one of this nations prominent powers. Plan to use them often and well. All the angel types have their uses as SCs/ anti SCs/ Raiders.
8. The above makes research order clear. Evoc. 4 (holy pyre, fireball). Summon. 7 (angels). Alt. 3 (SC buffs). Const 4 (SC basic items). Thaum 3 (elemental search, mind burn, teleport).
9. The above makes optimal pretender clear. Cheap rainbow mage (don't worry about high dominion due to good preachers). E4-6, N2-4, A2-4, W2-4, D2-4, the rest are optional. Dominion 5-7.
How can you summon angels without at least additional S2 for Pretender?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:27 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.