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  #91  
Old February 12th, 2008, 07:32 PM
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Default Re: Nation Mod - Tomb Kings - Released!

Done and done.
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  #92  
Old February 12th, 2008, 07:34 PM

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Default Re: Nation Mod - Tomb Kings - Released!

1hp, prot 0? Militia would kill it in seconds, even if it is ethereal.

I'm not sure I get it anyway. I await the description.
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  #93  
Old February 12th, 2008, 09:09 PM
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Default Re: Nation Mod - Tomb Kings - Released!

That's why you have to protect it. The Darkness is the real core ability, the rest is just thematic. Besides, you're forgetting about Dominion hp boost-keep it high.

It's really no different than running a Crone or other low hp rainbow mage.
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  #94  
Old February 12th, 2008, 09:11 PM

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Default Re: Nation Mod - Tomb Kings - Released!

Aha, I've just remembered that Tomb Kings are undead!

Okay yep, Darkness is super powerful then. I would worry it was too powerful, in fact.
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  #95  
Old February 12th, 2008, 09:23 PM
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Default Re: Nation Mod - Tomb Kings - Released!

Description up
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  #96  
Old February 14th, 2008, 03:58 AM
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Default Re: Nation Mod - Tomb Kings - Released!

Quote:
llamabeast said:
Aha, I've just remembered that Tomb Kings are undead!

Okay yep, Darkness is super powerful then. I would worry it was too powerful, in fact.
Yeah, especially while the BE bug is around where a fleeing caster's enchantment stays up in the battle permanently.
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  #97  
Old March 26th, 2008, 05:45 PM
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Default Re: Nation Mod - Tomb Kings - Released!

I'm really enjoying these guys, they play a lot differently than "normal" undead in the game, especially with the holy spells and heroes. The Pretender is just awesome, and the artwork ofcourse is beautiful.
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  #98  
Old March 26th, 2008, 10:25 PM

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Default Re: Nation Mod - Tomb Kings - Released!

Cool, glad to hear you're enjoying it HoneyBadger. Which pretender are you using?
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  #99  
Old March 26th, 2008, 11:23 PM
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Default Re: Nation Mod - Tomb Kings - Released!

The Golden Scorpion guy. I gave him lots of Earth and Death, to maximize SC potential, but I haven't come up with what I'd consider an "ideal" build yet.
I'm not used to playing undead nations, so I'm still familiarizing myself with what magic paths are good and bad for them, and for Tomb Kings in particular.

By the way-did you give any thought to my "living curse" Pretender idea? I hadn't fully grasped that these guys are mostly based on the Warhammer nation when I suggested it, so I don't know how thematic you'd consider such a Pretender chassis to be, but I've read up on Tomb Kings now, and they do apparently have something atleast vaguely familiar to what I had in mind, in the form of the Casket of Souls.
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  #100  
Old March 27th, 2008, 10:37 AM

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Default Re: Nation Mod - Tomb Kings - Released!

Ah cool, glad you like the Gilded Scorpion. I was quite pleased with him.

The living curse sounded pretty cool, but I was concerned that Darkness would probably be overpowered. I mean, the TK are a huge advantage in any fight under Darkness, but normally they'd have to go to considerable lengths to research it. Having it from the beginning would be very powerful.
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