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April 22nd, 2004, 09:43 PM
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Re: Conquerers of the Sea - The new Blood of Humans?
Depends on how many you are communioning for what. You can go overboard (I consider 8 more than likely overboard, I rarely communion with more than 4 as a generality, though there are exceptions). But that doesn't mean that, that option is availiable and viable and adds another dimension to them.
Obviously it is the Random that provides Communion with it's most versitility, but you can't ignore the fact that you can utilize Communion backed Level based spells on need.
[ April 22, 2004, 20:47: Message edited by: Zen ]
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April 22nd, 2004, 09:52 PM
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Re: Conquerers of the Sea - The new Blood of Humans?
Quote:
Originally posted by Zen:
Communion Packed Orb Lightning and Thunder Strikes along with Air Elementals (With how the game uses gems now, you can get the most out of each Elemental summoning for 1 Gem a piece if you use Communion).
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I don't see that as good enough to justify saying that Air gets more from communion than Fire. the Orb Lightning part I already replied to. Thunder Strike don't get as much from communion as, say, Astral Fires. Communion-backed Air Elementals are good, but only until you get False Horrors which you can summon for free in droves (and if you're pushing for Wind Guide you might as well buy those 2 extra Alteration levels).
Quote:
Also don't forget Cloud Trapeze
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I like it and use it a lot, but in that case it's a bit redundant with astral magic and Teleport.
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April 22nd, 2004, 10:01 PM
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Re: Conquerers of the Sea - The new Blood of Humans?
Quote:
Originally posted by Nagot Gick Fel:
I like it and use it a lot, but in that case it's a bit redundant with astral magic and Teleport.
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Astral 2 mages need a skullcap to teleport, while air 2 mages can cloud trapeze, so it's not really redundant.
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April 22nd, 2004, 10:03 PM
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Re: Conquerers of the Sea - The new Blood of Humans?
Quote:
Originally posted by Graeme Dice:
quote: Originally posted by Nagot Gick Fel:
I like it and use it a lot, but in that case it's a bit redundant with astral magic and Teleport.
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Astral 2 mages need a skullcap to teleport, while air 2 mages can cloud trapeze, so it's not really redundant. That's why I said 'a bit'. It's surely more redundant to CotS than it is to Caelum or Vanheim.
[ April 22, 2004, 21:05: Message edited by: Nagot Gick Fel ]
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April 23rd, 2004, 01:27 AM
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Re: Conquerers of the Sea - The new Blood of Humans?
Mary standard theme have witch hunter and gran master sacred ... so reduced unkeep ... whis is very important I believe.
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April 23rd, 2004, 02:40 PM
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Re: Conquerers of the Sea - The new Blood of Humans?
Quote:
Originally posted by Nagot Gick Fel:
quote: Originally posted by Teraswaerto:
Wind Guide + Orb Lightning or Thunder Strike.
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You don't need a communion for Wind Guide. And Orb Lightning, huh? Communion-backed Orb Lightning isn't as tempting when the guys you're using as communion slaves can cast Orb Lightning themselves. 8 Chartmakers slaves will give +3 bolts to each master, but you're losing 8 bolts when doing this. Make that 16 if you're using Storm Power. You need a lot of communion masters to make up for the loss - and the more masters, the more likely you'll lose your slaves to exhaustion. The Wind Guide is for precision, I didn't mean that communion was a requirement for it.
Thunderstrike is fatigue heavy, and the spell AI often casts Orb Lightning on it's own after the script ends. IMHO, communion works better than to have the Chartmakers cast Orb instead.
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