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				May 8th, 2008, 05:46 PM
			
			
			
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 Lieutenant General |  | 
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				 Re: Doom Horror v Seraph 
  she was empowered to s6 then wished for magical power. And she also wished for power. 
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				May 8th, 2008, 06:31 PM
			
			
			
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				 Re: Doom Horror v Seraph 
 
	Quote: 
	
		| Tuidjy said: K, with the Forbidden light, one ring, a cap and a robe, you get +5 to the base 4.
 You do not have to empower, and maybe he did not.  We can't tell for sure.
 
 |  We can. He's S9 in the pic and his equipment is +2 Astral, and he's obviously Wished for magic power once since he's got one in everything Seraphs don't get (and 5s in the two things they do get hast aren't Astral). 
 
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				May 8th, 2008, 07:08 PM
			
			
			
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				 Re: Doom Horror v Seraph 
 I would take out the vine shield and replace it with a luck shield, hence the seraph will have luck outside of combat as well.  Also the seraph won't need to spend a turn casting luck during battle.  The luck shield will help more against any human strategies to kill it, yet this might be a SP game.
 
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				May 8th, 2008, 07:27 PM
			
			
			
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				 Re: Doom Horror v Seraph 
  i am not sure luck helps outside of combat. in particular, i have never seen a mind hunt fail because of luck. 
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				May 8th, 2008, 07:46 PM
			
			
			
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				 Re: Doom Horror v Seraph 
 
	Quote: 
	
		| Xietor said: i am not sure luck helps outside of combat. in particular, i have never seen a mind hunt fail because of luck.
 
 |  It does not effect mind hunt... and humans wouldn't be using mind hunt on an astral mage anyways.
 
Luck helps on many other types of spells in combat and outside of combat.  Why spend a combat turn casting a spell of luck when the seraph can be chopping heads with the fire brand.    
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				May 8th, 2008, 08:24 PM
			
			
			
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				 Re: Doom Horror v Seraph 
 Those who mess with the forbidden light cannot afford to buff for more than two turns, or the Maker of Ruins will eat them.  That said, personal luck is one of
 my two buffs.  My standard combat Seraph kit is Frostbrand, Magebane, Starshine
 Cap, Rainbow Armour, Boots of Quickness, Forbidden Light, and an extra item which
 strenghtens defense/attacks/magic resistance/whatever.  This provides 100%
 resistance to everything, and MR near 30 with a spell.  A Seraph equipped in
 this manner will take on anything that is not designed to take him out.
 
 On the other hand, two Bane Lords will split him for breakfast if they are
 properly equiped.
 
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				May 8th, 2008, 08:37 PM
			
			
			
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				 Re: Doom Horror v Seraph 
 Hahah - banelords.  Well said Tuidjy.
 Anti-SCs and mages are why I really dont see the value in investing so much into a single SC chasis like this anymore.  IMO, once you get to the late game, where enemy mages are more than likely to be casting all manner of single-target badness (soul slay, disintegrate, petrify, etc) its just not worth it to pile so many gems onto a single unit.
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				May 9th, 2008, 02:11 AM
			
			
			
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				 Re: Doom Horror v Seraph 
 
	Quote: 
	
		| Tuidjy said: On the other hand, two Bane Lords will split him for breakfast if they are properly equiped.
 
 |  What would they need, exactly? One with 10 attacks and other with ability to deal real damage, or something similar? |  
	
		
	
	
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				May 9th, 2008, 04:47 AM
			
			
			
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				 Re: Doom Horror v Seraph 
 > > On the other hand, two Bane Lords will split him for breakfast if they are> >  properly equiped.
 >
 > What would they need, exactly? One with 10 attacks and other with ability to deal
 > real damage, or something similar?
 
 Exactly.  Although 10 attacks is a bit unambitious :-)   My favorite kit is
 two swords of swiftness, a horned helmet, a jade armour, boots of flight, a stone
 bird, and a trident... for a grand total of 2x(2+2+1+4+1) or twenty attacks.
 If you have cheap fliers, you can throw two extra attacks with the Chi boots.
 A SC can have defense left after 22 attacks, but it is not likely.  And if it
 happens, well, Bane Lords are cheap, and so is the equipment I've listed above.
 
 The second guy's equipment depends on what you're fighting, obviously, but two
 attacks from a gate cleaver will spoil everyone's day.  Against demons and
 undead, holy weapons (lance, scourge, flambeau) may be better.  Or you can go
 with dual dusk daggers if you have someone with great strength.  And once again,
 if that particular SC has had 300 pearls dumped into wishing for power, you need
 more cow bell.
 
 By the way, two anti-SC guys is not strictly necessary.  In my current game I use
 a compromise build.  I give my Jarls a normal combat kit, and throw a bird of
 stone in...  When they bump into SCs, that is usually enough to swing the
 balance.  Last turn, one unique devil, one bane lord, and two tartarians met
 their unmaker that way.  The Jarls are not strictly anti-SC units, as they are
 spending rounds on buffing, and they are not exactly expendable, but on the other
 hand, they are anti-army SCs themselves.
 
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