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  #11  
Old June 2nd, 2005, 01:52 PM

quantum_mechani quantum_mechani is offline
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Default Re: A guide to buffing

Quote:
Chazar said:
  • Ironskin: is the +3 bonus really worth casting for creatures already having more than 20 protection in total? Does it matter how this 20 points of protection are achieved (i.e. can the spell raise protection by more than 3 points despite already having a end-total of 20 due to other buffs, items, etc.)?
  • Mixed-mode-buffs:What about mixed path buffs? E.g.: I just discovered that my pretender could cast StrengthOfGaia (Conj4) and wonder whether it is a useful spell I did not notice before (I fear that its protection component will destroy my pretenders fire immunity)?
  • Area Buffs for Solos:Is it sensible to script area buffs like Strength of Giants for Solo-Fighters or is there always a better non-area spell at hand?
Sorry if some of this questions are stupid, but they just came to my mind without much thought when thinking about buffs...
Ironskin past 20 prot is another of those that is likely worth it if you have a free slot, but there are higher priority things. Strength of gaia is certainly often useful. Particularly underwater where you don't have to worry very much about fire. Strength of giants is iffy, but again, with nothing else to fill the slot you might consider it.

I consider this topic mostly mod-neutral, the only changed buff I can think of is soul vortex, and what I said about it still applies.

As for buffs/semi-buffs I missed (holy avenger, eagle eyes, aim), they do not for the most part fit into super combatant strategies, which is what I'm trying to clear up. Also note that I did not say anything about the various elemental resistance spells, it is fairly obvious that you should use them if you expect to face that kind of magic.

The chill aura is fatigue damage only. I do not know the exact damage of BoW, but as a rough guide, in a cold climate it might kill a 10HP troop in one turn, in warmer climate they could survive maybe three or so turns.
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  #12  
Old June 2nd, 2005, 02:10 PM

FrankTrollman FrankTrollman is offline
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Default Re: A guide to buffing

I would like to point out that I personally play multiplayer without Zen's Mods. I agree and disagree with Zen's choices and rebalances in roughly equal measure, thereby making the addition of that mod a complete waste of time on my part.

-Frank
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  #13  
Old June 2nd, 2005, 02:27 PM

ioticus ioticus is offline
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Default Re: A guide to buffing

Quote:
FrankTrollman said:
I would like to point out that I personally play multiplayer without Zen's Mods. I agree and disagree with Zen's choices and rebalances in roughly equal measure, thereby making the addition of that mod a complete waste of time on my part.

-Frank
I would guess most people are in the same boat. Why on earth he increased the power of the Vine Ogre, for example, is beyond me.
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  #14  
Old June 2nd, 2005, 04:35 PM
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Reverend Zombie Reverend Zombie is offline
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Default Re: A guide to buffing

Quote:
FrankTrollman said:
I would like to point out that I personally play multiplayer without Zen's Mods. I agree and disagree with Zen's choices and rebalances in roughly equal measure, thereby making the addition of that mod a complete waste of time on my part.

-Frank
It is perhaps time, then, for a Frank's Zen's Conceptual Rebalance Rebalance Mod.
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And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...

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  #15  
Old June 2nd, 2005, 05:53 PM

The Panther The Panther is offline
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Default Re: A guide to buffing

Quote:
Truper said:
If you'd prefer a less expensive and somewhat quicker-out-of-the-gate pretender, we can take a look at the Astral Wyrm QM mentioned: one of my favorite pretenders. Play most any nation. Slap a few astral on your Wyrm. I like 3. Research to Alteration 1. Position him fairly close to the front of the battle board, have him cast Personal Luck, and attack closest. This works against most anything except heavy cavalry or large numbers of crossbows. The Wyrm is a nice choice for this sort of pretender since he has regeneration, which reduces the chances of afflictions, and has 2 attacks per turn without needing quickness - and therefore without needing water magic. His attacks do a lot of damage since he has great strength, and are also very poisonous. Once you're out conquering, begin Researching enchantment. When you hit 2, you can add Astral Weapon to his script, and when you hit 3, add Astral Shield.
Hey! Did you steal this from me?

I must agree that the astral wyrm is extremely powerful, most especially with Broken Empire Ermor (who has the national spell 'Body Etheral' which gives mundane troops only a 25% chance of actually hitting your wyrm). My son discovered this in the first King of the Hill battle. You do not need anything else to use this beast attacking blind on Turn 1 against 9 level indies! For other nations, the alteration 1 research and personal luck is necessary against 9 level indies.

I would only quibble with one thing here, you need to go to Astral 4 on your wyrm if at all possible, for this allows your sacred mages to get an additional point of magic resistance when blessed. It also helps a lot with the dueling later on.
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  #16  
Old June 2nd, 2005, 06:52 PM
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Truper Truper is offline
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Default Re: A guide to buffing

Quote:
The Panther said:
Hey! Did you steal this from me?
Not unless you've been playing since Dom1
Actually, I stole it from Alex Poger from some discussions on usenet years ago.

Quote:
I would only quibble with one thing here, you need to go to Astral 4 on your wyrm if at all possible, for this allows your sacred mages to get an additional point of magic resistance when blessed. It also helps a lot with the dueling later on.
The reason I often end up with only Astral 3 is that moving from 3 to 4 costs 32 points - nearly enough for a scale. I don't think a single point of MR is worth all that much - if you even have sacred mages. Astral 4 would help with dueling, but not enough to matter that much, unless you are in a position to provide communicants. One of the main attractions of the Astral Wyrm is that he's cheap, as well as effective. He's also a nice way to get into the water, which is otherwise tough to do early - especially if you can forge him a Horror Helmet
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  #17  
Old June 2nd, 2005, 07:38 PM

quantum_mechani quantum_mechani is offline
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Default Re: A guide to buffing

Quote:
ioticus said:
Quote:
FrankTrollman said:
I would like to point out that I personally play multiplayer without Zen's Mods. I agree and disagree with Zen's choices and rebalances in roughly equal measure, thereby making the addition of that mod a complete waste of time on my part.

-Frank
I would guess most people are in the same boat. Why on earth he increased the power of the Vine Ogre, for example, is beyond me.
I would say everyone seems to be in thier own boat.

Among multiplayers I would say most enjoy the pretender mod, the other mods vary in popularity.

As for the vine ogres, the changes were for thematic, rather than balance reasons. And with the improvement of other ways of spending nature gems, they are probably used less than in the base game.
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  #18  
Old June 3rd, 2005, 05:29 AM
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WraithLord WraithLord is offline
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Default Re: A guide to buffing

Quote:
Truper said:
...
Astral 4 would help with dueling, but not enough to matter that much, unless you are in a position to provide communicants.
AFAIK for the purpose of magic duel only the base astral level counts. Empowering through items or communion doesn't count.
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  #19  
Old June 3rd, 2005, 05:31 AM
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Chazar Chazar is offline
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Default Re: A guide to buffing

I would use Zen's mod more often if there would only be an updated version of Zen's Quick Reference Guides for summons and items...I wonder why Zen is incompatible with himself?
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  #20  
Old June 3rd, 2005, 05:47 AM
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Alneyan Alneyan is offline
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Default Re: A guide to buffing

Empowerment proper does work, as it raises the basic level, but I believe it is what you meant. Everything else will be void.

I believe the Banner of the Northern Star might work too, as one of my mages survived a lot of Magic Duels with this item in hand, and +6 in base astral; he could have been very lucky though. On the other hand, a +5 mage with the Banner and Power of the Spheres will get killed very quickly.
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