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January 27th, 2009, 04:40 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Conceptual Balance Mod 1.4
Well, the mound fiend (generic undead priest, albeit with Death magic too) costs 28 gems, so 20 gems for a H4 undead doesn't seem too bad.
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January 27th, 2009, 04:42 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Conceptual Balance Mod 1.4
Who uses mound fiends?
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January 27th, 2009, 04:46 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.4
Everyone that needs to bootstrap death.
D2 + staff = d3
d3+staff = skull
d4 + relic = dx.
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January 27th, 2009, 07:22 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Conceptual Balance Mod 1.4
My bad, I was confusing them with those 1D undead mages.
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January 27th, 2009, 07:25 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
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Re: Conceptual Balance Mod 1.4
Which are used by people who have only got minor access to Death (a rainbow pretender perhaps?), but want more mages to use Dark knowledge.
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January 27th, 2009, 07:39 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
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Re: Conceptual Balance Mod 1.4
One thing I'm curious about is why it takes a tomb king to reanimate the tomb wyrms? Sure they're sacred, but they don't have anything else going for them, and its not like you're paying upkeep or anything like that.
OTOH, those tomb chariots look nasty. 0 enc tramplers sound pretty good, and you can get them with your starting tomb priest!
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January 27th, 2009, 08:13 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
Posts: 1,133
Thanks: 25
Thanked 59 Times in 36 Posts
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Re: Conceptual Balance Mod 1.4
trumanator:
yes, because of tomb chariots, no one really gives a damn about the stupid wyrms, they just suck. they don't really benefit from any bless. they suck.
tomb chariots do rule the day though.
i actually like, early on, reanimating tons of soulless and paring them with poison slingers, and also sending out the undead priests with lots of slingers and the next to cheapest infantry. when lots of infantry die, spend a turn reanimating soulless, you get lots of those infantry back as undead, with their equipment, more hp, and immune to poison...
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January 28th, 2009, 09:14 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Conceptual Balance Mod 1.4
LA C'tis should get some buff to their summons. They are a nation with nice theme, but hard to really use it. They should get some more D income or cheaper summons, so they can really amass their nationals.
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January 28th, 2009, 02:11 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Conceptual Balance Mod 1.4
I have yet to get far enough to summon them, but at least LA C'tis can cast Summon Scorpion Man.
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