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Old July 22nd, 2011, 11:26 PM
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Stagger Lee Stagger Lee is offline
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Default Re: Two questions

The wiki has a guide to boosting paths that are not native.

http://dom3.servegame.com/wiki/User:..._booster_guide

Also, for MA Marignon, Harbingers are great thugs and A3 for 25 S pearls. Seraphs are A4 but expensive and late game. Grand Masters get A randoms.

Last edited by Stagger Lee; July 22nd, 2011 at 11:35 PM..
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Old July 24th, 2011, 02:50 AM

Knai Knai is offline
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Default Re: Two questions

Quote:
Originally Posted by Stagger Lee View Post
The wiki has a guide to boosting paths that are not native.

http://dom3.servegame.com/wiki/User:..._booster_guide

Also, for MA Marignon, Harbingers are great thugs and A3 for 25 S pearls. Seraphs are A4 but expensive and late game. Grand Masters get A randoms.
Harbingers are incredibly useful to have around in any case, so you should probably always have a few around in the mid game. A few air boosters can get one up to A5 (you need a Ring of Wizardry to get them to A4 temporarily to give them booster making capacity), at which point you can summon a Queen of Elemental Air, pass over the boosters, and get up to A6 easily.

As LA Abysia, there are fewer options. Heavy site searching with, I believe, earth/astral mages can get random sites which let you hire mages that might have air.

Avoid empowerment like the plague. It is a terrible option in almost every case.
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