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October 31st, 2008, 11:54 AM
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Major
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Join Date: Sep 2003
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Re: Guide to Marverni
Quote:
Originally Posted by Sombre
Wouldn't he just be soul slay, paralyse etc bait?
What's the mr on the boar?
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MR is 14 IIRC. However, this can be boosted (maybe instead of reinvig, which I haven't had too much trouble with) with an Amulet of Antimagic.
Of course if someone is serious about killing these things they will be able to do it.
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October 31st, 2008, 12:58 PM
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Corporal
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Re: Guide to Marverni
The boar could be really great under at least several of the following conditions:
a) it had at least a head slot. Now you cannot give it MR, prot, regen at the same time.
b) you have a nature bless
c) you could summon it before evocations are easily available (i.e. conj. 3)
d) summons more boars to really get a critical mass
At the moment you don't have it available at the stage of the game where you would want it and it dies way too easy without proper support.
I started a SP game with a E9N9 bless some time ago, I think with bracers of protection and lycanthrope's amulet it could be nice. But unfortunately it cannot bless/buff itself.
I really like it though, I guess I have to mod some of the above. Especially the slot and the research level.
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October 31st, 2008, 01:05 PM
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BANNED USER
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Re: Guide to Marverni
How many gems does it take to summon and equip it? If its fairly low I could see it just as a raider, or a thuggish supplement to your army. Its not like its mean to take on a serious army with mage support.
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October 31st, 2008, 01:21 PM
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Major
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Re: Guide to Marverni
Quote:
Originally Posted by Trumanator
How many gems does it take to summon and equip it? If its fairly low I could see it just as a raider, or a thuggish supplement to your army. Its not like its mean to take on a serious army with mage support.
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7 nature gems to summon, 5 astral for MR-boost, 10 nature for regen (if you don't have a nature bless, or if you want to stack). So if you have a dwarven hammer and give it those two items you're talking 14 nature gems and 3 astral.
However, I prefer a nature bless and would rather summon another boar than equip each with a ring of regen.
I also don't think you need prot. items - trust instead to regen and not getting hit often due to ethereal & luck. Of course it is always nice to have more slots...
Like I said before though, if you really want to kill these guys you'll find a way, but in the mean time they could cause a lot of damage. The real benefit is that it's a fairly low cost.
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October 31st, 2008, 04:47 PM
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BANNED USER
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Re: Guide to Marverni
that is pretty cheap. And while you wait to build up a critical mass you can have them sit around summoning little boars.
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June 17th, 2009, 12:05 PM
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Major General
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Re: Guide to Marverni
In light of testing VBF did I want to revise my estimation of how effective blood sacrificing is. Here's the thread in question: http://forum.shrapnelgames.com/showt...454#post696454
So, each slave you sacrifice causes 2 temple checks. That means my suggested 5 druids teleporting in with jade knives would have the effectiveness of 45 temples in a tightly concentrated area using 1200 gold in temples. That's a three turn KO in the right situation.
Turn 1: 5 temple druids teleport around the enemy capital while golems, more druids, etc teleport onto the capital wiping out the PD and sieging it.
Turn 2: Temples go up, capital siegers retreat
Turn 3: All the temple checks from blood sacrifice go off *before* anybody in the capital can attack any of the temples.
Well, since the enemy capital is likely to be domed you might need to use something more sneaky like flying in a golem or using something stealthy. Naaaaaasty potential.
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My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
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June 17th, 2009, 01:30 PM
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Corporal
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Re: Guide to Marverni
For teleporting, what about adding some stone idols so you can immediately drop dominion even before you start building/sacrificing. Easy to build for Marverni too.
It was mentioned earlier, but Farstrike is a spell that can stop a lot of early rushes. It's Thau 1 and you can hit for (25+ (and in emergency you can craft the bear claw talisman (con0) to hit for 30+). Farstrike also has excellent range (50) and precision (5) So if you get attacked by say turn 7, you'll have far strike and should have hopefully at least 1 druid to hit hard. So your hordes of cheap troops backed by farstrike should make Marv a bit harder to rush than other nations.
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June 17th, 2009, 02:04 PM
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BANNED USER
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Re: Guide to Marverni
1 guy farstriking isn't going to make much difference unless you're being rushed with low hp expensive units.
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June 17th, 2009, 04:40 PM
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Major General
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Re: Guide to Marverni
No, but 7 druids farstriking might. That's about as much precision/damage as Lightning (more vs. low-armor EA units). The real question: Lightning ignores shield parry even though it's not Prec 100. Does Farstrike ignore shield parry too?
(Yes, I know Farstrike is Prec 100 in CBM.)
-Max
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June 17th, 2009, 04:59 PM
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First Lieutenant
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Re: Guide to Marverni
It was once.
I don't know if it's the shield but it's possible to resist farstrike even with 100 precision.
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