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April 2nd, 2004, 09:34 PM
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Sergeant
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Join Date: Sep 2003
Posts: 296
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Re: Your Favorite Paths and Races
It's surprising that Nature gets such a high ranking. I always thought the subtle and indirect ways to use it will make it unpopular.
Why do you choose Nature?
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April 3rd, 2004, 01:43 AM
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Sergeant
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Join Date: Feb 2004
Posts: 365
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Re: Your Favorite Paths and Races
I like nature because it's the only way for a nation besides Arco to heal afflictions. Having a few afflictions on your pretender isn't the end of the world, but it is annoying.
I didn't pick Arco or nature as my favorite but they'd both be up there.
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April 3rd, 2004, 03:13 AM
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Sergeant
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Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
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Re: Your Favorite Paths and Races
Quote:
Originally posted by Yossar:
And it's amazing how well blood is doing. When I voted for it I was the only one for blood out of 11.
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It's those damned Ice Devils.
Blood summons are a bLast...so much color and flavor added to the game.
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
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April 3rd, 2004, 04:24 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: Your Favorite Paths and Races
Nature is so darn useful -- supply items, healing, decent commander summons (Firbolg for archers / commanders, Lamia Queens for sorcery, Feathered Serpents for astral/nature/holy, Faerie Queen for healing), decent chaff (vine ogres / vine men, which don't require special leadership), Gift of Reason to play with... oh, and Relief, which is just brutal when combined with Communion, or, perhaps, Rigor Mortis. Oh, and nature lets you find sites which get you Witches, which opens up elemental magic. And some may benefit from Mass Protection, so long as they're not near Abysians or other heat-radiators.
Unless you're playing the undead masses, in which case supply / chaff / relief are much more minor concerns, it's very very nice to have.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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April 3rd, 2004, 06:13 AM
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Private
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Join Date: Feb 2004
Location: Washington, DC
Posts: 33
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Re: Your Favorite Paths and Races
I felt obliged to boost the poor Lizzies
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April 3rd, 2004, 03:59 PM
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Private
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Join Date: Mar 2004
Location: Nelson, BC
Posts: 30
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Re: Your Favorite Paths and Races
I've got to agree with Taqwus about Nature. I find the summoning, good items and healing to be great, and Vine Ogres make good shock troops, and are pretty cheap to summon for their value.
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April 3rd, 2004, 07:52 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
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Re: Your Favorite Paths and Races
Healing is very difficult to get in this game, and nature magic is ever so versatile.
Also the bless effect is WONDERFUL, except on Magi.
I like Jade Sorceresses myself, how much do enchantresses cost to recruit?
Rabe the Healing Hyper
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April 3rd, 2004, 09:13 PM
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Re: Your Favorite Paths and Races
Enchantress 180.
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April 5th, 2004, 03:36 PM
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Corporal
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Join Date: Feb 2004
Location: New Mexico
Posts: 149
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Re: Your Favorite Paths and Races
Ah, I hate these things. I love more then two nations. I can't decide which I like more...
Anyway, right NOW my two favorite nations would be Marignon and Ermor.
__________________
One rescue a day... that's my motto. - Deathstalker II
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April 5th, 2004, 08:20 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Your Favorite Paths and Races
Interesting poll. Have you noticed that the least liked race and magic path go hand-in-hand? I wonder how the third underwater race will mess up things down there, but Atlantis and Water magic seem to be in trouble. Strange, as I view them as the best contenders in the Astral Clam -race there has been discussion around. Their only problem is getting to Constr-6 for those Water bracelets, and after that they can start the clamming.
They also have natural, although rare, access to Dwarven Hammer just as quickly as you can get the mage's (Deep one? the one with two linked randoms) randoms in earth.
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