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  #1  
Old July 15th, 2009, 03:23 AM
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Edi Edi is offline
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Default Re: Nation Guide for Marverni

Quote:
Originally Posted by vfb View Post
- If you get a 'diseased' affliction, then after you blow up for good you end up with 1HP when you are resurrected in your capitol. I think if you are diseased and have 1HP in late winter then you perma-die even if you are immortal. Unless this has beeen fixed?
Most immortality, disease and perma-death bugs were fixed in the last patch. You can see it in the progress page changelog and in the Shortlist.
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  #2  
Old July 15th, 2009, 06:51 AM

Illuminated One Illuminated One is offline
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Default Re: Nation Guide for Marverni

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Originally Posted by TwoBits
I don't remember the stats exactly, Marveni's Blood multi-heroes (yes, you can definitely get more than one) are vastly superior to indie bloodhenge druids, and are definitely worth the Luck!
Agreed.
From what I remember they are normal Druids with more random path spread and extra blood. Which means with the boosters you should have you should have the most versatile blood mage(s) in game. Now, if you only had the slaves.
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Old July 15th, 2009, 01:54 PM

Alpine Joe Alpine Joe is offline
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Default Re: Nation Guide for Marverni

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Originally Posted by Illuminated One View Post
Quote:
Originally Posted by TwoBits
I don't remember the stats exactly, Marveni's Blood multi-heroes (yes, you can definitely get more than one) are vastly superior to indie bloodhenge druids, and are definitely worth the Luck!
Agreed.
From what I remember they are normal Druids with more random path spread and extra blood. Which means with the boosters you should have you should have the most versatile blood mage(s) in game. Now, if you only had the slaves.

If you are playing multiplayer, slaves usually aren't that hard to trade for at reasonable rates. Most blood nations will appreciate the hammers you can forge them in exchange for slaves, for example.
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  #4  
Old July 16th, 2009, 02:38 AM

P3D P3D is offline
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Default Re: Nation Guide for Marverni

If a nation needs a guide how to survive an early rush, it's Maverni. Vulnerable to bless rushes (Kailasa exempt), tramplers and poison archers and awake SC pretender won't deter most of them.
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  #5  
Old July 16th, 2009, 03:25 AM

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Default Re: Nation Guide for Marverni

tanglevines are your defense against bless rushes.
Add berserk or wind guide.
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  #6  
Old July 16th, 2009, 11:02 AM

hoo hoo is offline
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Default Re: Nation Guide for Marverni

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Originally Posted by P3D View Post
If a nation needs a guide how to survive an early rush, it's Maverni. Vulnerable to bless rushes (Kailasa exempt), tramplers and poison archers and awake SC pretender won't deter most of them.
I think the answer is in the Thau line. Farstrike takes care of the poison archers, Pan centaurs and the others that defend on high def/quickness. (I know some don't like it, but for rushes before turn 10, it's Marverni's best weapon to me).

By thau 2, you'll have sleep for the tramplers and other low MR critters. As a bonus, you can also berserk your carnutes at the same time.

If you go the good scales route, you should be able to mass a bunch of regular troops with awesome morale and then back them with a few druids.

I'm not quite sure how to stop giant rushes although maybe berserk carnutes with tangle vines. And maybe curse spam (also in Thau) line.
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