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April 11th, 2007, 10:13 AM
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Corporal
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Join Date: Jan 2004
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Mind Hunt problems
I am playing a MP game as LA Ermor and I have a small problem: one of the players is a well-entrenched Ry'leh player with the capacity to cast 12 mind hunts a turn. What are the best defenses against this for LA Ermor? Freespawn leaders tend to die at a 50% rate when mind hunted, meaning I'll lose a lot of leaders fast if I am not careful.
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April 11th, 2007, 10:24 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
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Re: Mind Hunt problems
The best protection against Mind Hunt is an astral mage.
Look for indies with astral magic and move/teleport them to provinces you want to protect and see how easy enemy mind hunters go feeblemind.
Mind hunt cost 2 astral gems so it hurts his gem base a little bit. Remember your freespawns would also die easily against arrow, earth elementar, ashen angel, etc.
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April 11th, 2007, 03:21 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Mind Hunt problems
Yes, Astral mages are a natural defense. A few other ideas: If you have gold to use, you could also recruit some scouts as temporary attack-catchers. You could also summon some cheap attack-catchers, such as Black Servants. You could also try to dodge to unexpected provinces. And/or cast domes...
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April 11th, 2007, 03:43 PM
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Corporal
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Join Date: Jan 2004
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Re: Mind Hunt problems
Any easier-to-find indy sites with astral mages? I've noticed summoned mages are few and far between. For LA ermor, it's pretty much the Golem with direct astral. Naturally, a fair number of dusk elders get some astral as well, but with the loss of the couatl, things get kind of tough.
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April 11th, 2007, 04:02 PM
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Major
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Join Date: Sep 2005
Posts: 1,007
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Re: Mind Hunt problems
the only summonable astral mages are spectres (random), lamia queen (random or at least in dom 2 they could get astral) ether lords, and golems... tartarians (random).
the best inde astral is a sage though. either sages guild or library to make them - fairly common. there are also enchanters, sorceress, crystal amazons, iron order, seers
probably others I am not aware of.
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April 11th, 2007, 05:17 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Mind Hunt problems
Dusk elders can get astral, problem solved. Just stick an astral elder in each province with important commanders.
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April 12th, 2007, 03:02 PM
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Corporal
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Join Date: Jan 2004
Location: washington dc
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Re: Mind Hunt problems
Surrender to Ryleh is another option....
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April 12th, 2007, 03:37 PM
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Corporal
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Join Date: Jun 2006
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Re: Mind Hunt problems
24 astral gems for 6 dead freespawn leaders doesn't sound that bad a trade for Ermor.
Throw some offensive spells back to kill his casters.
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April 17th, 2007, 11:37 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
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Re: Mind Hunt problems
How about the opposite question? I've yet - in dozens of attempts - to have a successful mind hunt, with astral mages ranging from astral 4 to astral 6, some with spell focii. I would think the odds would be slightly better than that... So far, all it has been for me is a costly "feeblemind self" spell.
Does anybody know the parameters by which defense against, and astral cord severing against, the mind hunt spell comes into effect?
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April 18th, 2007, 12:26 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
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Re: Mind Hunt problems
According to the manual, any astral mage in the targetted province has a 40% per astral level of detecting and feebleminding the Mind Hunting mage.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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