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  #21  
Old October 4th, 2006, 02:22 PM
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Default Re: The God Design Initiative

Isn't Breath of Winter much weaker now, especially in hot provinces? What with dealing no damage and all that.
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  #22  
Old October 4th, 2006, 04:44 PM
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Default Re: The God Design Initiative

Well, I was playing with it yesterday and in combination with the natural Chill effect of the Niefel Giants, it killed off almost all of the indie lizardmen along for the raid. It is still very effective, especially against armored/glamoured units.
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  #23  
Old October 4th, 2006, 04:50 PM
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Default Re: The God Design Initiative

Man, Basalt Kings are something. Nice stats with lots of HP, lots of magic power (Earth, Fire and Water) and fear effect. I'm playing EA Atlantis in my current game and Livin Pillars are actually sacred troops of EA Atlantis and they have 32 HP + 20 Protection. Heaviest troop in whole EA. Even Abyssia doesn't have such protection. They cost a lot of resources and are only capitol based, though.
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  #24  
Old October 5th, 2006, 03:09 AM
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Default Re: The God Design Initiative

Quote:
Daynarr said:
Man, Basalt Kings are something. Nice stats with lots of HP, lots of magic power (Earth, Fire and Water) and fear effect. I'm playing EA Atlantis in my current game and Livin Pillars are actually sacred troops of EA Atlantis and they have 32 HP + 20 Protection. Heaviest troop in whole EA. Even Abyssia doesn't have such protection. They cost a lot of resources and are only capitol based, though.
Basalt kings are potentially very good SCs .

3 encumberance, but they can do summon earthpower which gives 4 reinvigoration.
With F1W2E3 and a 100% and a 10% EFW random they can do amazing buffs:
Invulnerability, summon earthpower, fireshield, breath of winter, quickness.
They are sacred, so you might give them a lvl 9 bless effect that is also good for your living pillar troops.

They have full slots, so you can equip them too.

Another good strat might be to take a semi rainbow for Atlantis who covers the paths you have no access too or only little access (you can only get astral 1).
So with death,astral,nature and air magic, lvl 3-4 for all those paths.
Then you can flexibly equip your basalt kings .

I personally would say a basalt king has about the combat value of an ice devil and is only slightly weaker than elemental royality .
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  #25  
Old October 5th, 2006, 03:31 AM
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Default Re: The God Design Initiative

Coooolnes, but I wonder if there is an atlantian pretender that can play into their strengths.
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  #26  
Old October 5th, 2006, 04:14 AM
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Default Re: The God Design Initiative

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Coooolnes, but I wonder if there is an atlantian pretender that can play into their strengths.
Sure, imprisoned archmage and good economic scales for example.
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  #27  
Old October 5th, 2006, 04:20 AM
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Default Re: The God Design Initiative

Hmm, I imagine that the frogzards would benefit from 4E 4A 4N and maybe W9 if it could be afforded...
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  #28  
Old October 5th, 2006, 08:24 AM
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Default Re: The God Design Initiative

Quote:
Nerfix said:
Coooolnes, but I wonder if there is an atlantian pretender that can play into their strengths.
Dagon and Son of the Sea are good for bless strategy for Atlantis. Both can accomplish W9 N6 bless with equal scales and dominion strength at practically same cost (1 design point difference). W9 and N6 make Basalit Kings and Living Pillars extremely durable 10% regen and +4 defense and double strike (they have magical weapons) make them very deadly.
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  #29  
Old October 5th, 2006, 08:25 AM
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Default Re: The God Design Initiative

Thanks for the tip. =)
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  #30  
Old October 5th, 2006, 08:31 AM
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Default Re: The God Design Initiative

Quote:
Boron said:

Another good strat might be to take a semi rainbow for Atlantis who covers the paths you have no access too or only little access (you can only get astral 1).
So with death,astral,nature and air magic, lvl 3-4 for all those paths.
Then you can flexibly equip your basalt kings .

Well, they don't really need rainbow that much as they will mostly get water provinces and they have a spell that searches all elemental paths in underwater province for the cost of 8 water gems (Voice of Tiamat). They can cast it easily and their mages can get 1 astral random skill so they can cast arcane probing there too. Nature pretener is good for blessing strategy so he can search nature sites and only thing you will really miss is death magic.


Btw, don't forget that you NEED productivity scale 3 as living pillars cost 56 resources each.
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