Quote:
Originally Posted by Fate
This is a silly argument. The in game value of magic paths has little to do with the bless effects. High Death is most useful for nations with high Death already (Mictlan, for example, couldn't pull off a heavy death strategy until very late in the game, especially with an imprisoned god).
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Not even true. Even a nation that does not natively get Death can easily alchemize gems, Empower one guy with D1, have that guy cast Dark Knowledge, and have a huge stockpile of Death gems by the time his Pretender arrives. It's not even hard considering the lack of really good uses for gems in the early game. Since this would be your gaming-winning tactic and synergizes hugely with a Blood-heavy nation like Mictlan, it's not even a bad idea.
But, I do understand how people's strategy to winning the game is often just "win more battles", making more complex strategies seem impossible.
Quote:
Originally Posted by Fate
The conclusion I see from this thread so far is that in a straight, melee sacred comparison (the area that attracts the heaviest blesses) fire is better. If you are playing a nation that cannot depend so completely on its melee sacreds (meaning most nations) this kind of comparison is meaningless.
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Well, if you cannot depend on sacreds then discussing the relative merits of any bless is pretty useless since it plays little to no part in your overall strategy.
That being said, an amount of Fire Resistance or just armor to essentially cancel the Fire Weapons effect is pitifully easy to get in the middle and late game, so a Fire bless is basically just an attack bonus by then. By comparison, the Death bless is weaker in the early game but it never goes out of style; MR tends to ramp up slightly overall as people use summons, but the AN damage will still be useful even into the late game.
Add that to the increasing importance of Thugs and SCs in the middle to late game and the affliction bonus becomes dramatically more useful.
So if you want to take anything away from this thread, take this: Fire for early game, Death for late, and both are not that useful in either if you are using a nation that hits really hard already like Lanka or Neifleheim.