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  #41  
Old November 4th, 2003, 02:16 AM

LordArioch LordArioch is offline
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Default Re: second class super combattants

I'm not actually new to Dominions, I'm just new to SC's. Haven't really tried them before. So the key features of a SC would be in order of importance:
*Fatigue: Be undead or have summon earth power/nature reinvig items. Or actually a shroud and earth magic for the bless.
*Defense: Either armor or ironskin to raise prot., and then either a high defense somehow or luck/etheral, possibly from items. Regeneration is nice too to stop afflictions. Astral shield decent too.
*Damage: Trample, fire shield, snake bladder stick, maybe area damage spells if reinvigoration and magic are high enough.
*Magic resist: Spell or item to raise MR. Items for elemental protections as needed.

Missing anything?

And I did forget about the Flesh Eater...but it seems a bit risky running up to close range to cause the chest wound. And maybe my Moloch is just broken but after a fight or 2 he starts routing before the enemy even gets near, even in friendly dominion.
Also it seems etheral/luck might be a bit powerful in general. Given even attack/defense you only hit a etheral/luck unit 1/16 of the time, which seems a bit excessive.
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  #42  
Old November 4th, 2003, 03:34 AM
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Graeme Dice Graeme Dice is offline
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Default Re: second class super combattants

Quote:
Originally posted by ywl:
Moloch is not as good as he used to be . If a SC attack with any troops, when all the troops rout, he routs. So, it's better to send him attack alone - a risk you have to take. In my few test, if the imps rout, he didn't (and he shouldn't or it'll be a bug making him a lousy pretender). But I haven't tested very thoroughly.
It's not just if the troops rout. If they take damage or are killed the leader will rout as well. I had a prince of death rout on turn two of the battle because the independent archers killed two of his longdead bodyguards.
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