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  #21  
Old March 10th, 2004, 02:22 AM

Norfleet Norfleet is offline
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Default Re: Soul gate

Quote:
Originally posted by Taqwus:
Depends on target MR. A high-MR unit is far less likely to be re-paralyzed during a short-term paralysis. They almost certainly won't counter a Doom Horror with an antimagic talisman, for instance... or even a decent-MR unit boosted by Antimagic or similar.
You know, interestingly, I found those paralyzing spirits to be the bane of my Doom Horrors. Against everything else the AI threw at me, a single Doom Horror would clean house. But against SG Ermor's paralyzing spirits, the Doom Horror would bite it nearly every time, even with the regen+MR miscs.

[ March 10, 2004, 00:22: Message edited by: Norfleet ]
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  #22  
Old March 10th, 2004, 12:29 PM

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Default Re: Soul gate

Quote:
Originally posted by atul:
quote:
Originally posted by Taqwus:
Whenever a patch appears that makes paralysis temporary, SG (and, for that matter, anybody else that might make heavy use of Dispossessed Spirits; T'ien C'hi comes to mind) will be weakened a notch.
Well, I'm not so sure that would be the case. At least according to my experience with T'ien Ch'i the dispossessed spirits keep attacking the paralyzed units until those die, after that moving to new targets. That way, a limited time for paralyzation won't be a much of an issue to the spirits as they are still there hacking away when the duration ends. Were they to wander about paralyzing all they encounter the lessened duration would be a bigger hinderance. (ok, barring cases like that heat aura of Abysians which seems to kill the spirits after some time and so on)

As it is now I repeatedly see the strange situation where my living troops are packed behind a group of spirits hacking at paralyzed enemies whose comrades are packed behind the paralyzed guys. Everything's at standstill until the first line dies or enough units leak around the paralyzed guys. Well, no matter, I think the spirits are still doing quite fine.

Or then I just need more practice in troop placement.

Well, there're several solutions to this, I'm experimenting with :
* Mix Spirits with "killing" troops in the same squads. Only problem with that is that the squad isn't Stealthy anymore if you mix Spirits with non-stealthy troops...
* Alternate Spirits and "killing" squads on the battlefield, in a way they would engage together the enemy
* Put Spirits in front and other troops on the flank "attack rearmost" so they make a flank attack on the partly paralyzed foes
* Spirits ordered to attack Archers are fine, they quickly disable the shooters

All of this isn't foolproof but usually enhances the paralyzers effectiveness. It works also with other paralyzing units, such as Shadows.
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