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  #11  
Old March 12th, 2004, 02:03 AM

mivayan mivayan is offline
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Default Re: Super-Casting Pretenders?

A 4-6 fire&air phoenix is fun to use with standard marignon since they start with the holy pyre spell which is fairly effective against most indies.
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  #12  
Old March 12th, 2004, 02:54 AM
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Daynarr Daynarr is offline
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Default Re: Super-Casting Pretenders?

Quote:
Originally posted by Truper:
Try a Lord of the Desert Sun sometime if you want a fire caster with some accuracy. Eagle eyes does the job...
When I was testing this bad boy I used 9F and 2N for him in a game with 9 indies. In first 10 turns he had more then 300 kills. After 15 turns it went up to 500.
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  #13  
Old March 12th, 2004, 05:47 PM
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archaeolept archaeolept is offline
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Default Re: Super-Casting Pretenders?

well, that's the problem w/ not taking air

try nixing the death, reducing to nature 1 (for eagle eyes), taking one point of heat (though you certainly do pay for it in economic penalties, however the Naga gets penalties in any cold, so the heat at least acts as a ward...), and using the resultant points for the eminently useful Air4
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  #14  
Old March 12th, 2004, 08:00 PM

DLC DLC is offline
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Default Re: Super-Casting Pretenders?

quickness + earth power + strenght of gaia + aim + eagle eyes.
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  #15  
Old March 12th, 2004, 08:46 PM

DLC DLC is offline
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Default Re: Super-Casting Pretenders?

aim and eagle eyes dont stack

and remove strenght of gaia, that doesn't add reinvigoration meh.
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  #16  
Old March 13th, 2004, 02:03 AM

Barronosod Barronosod is offline
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Default Re: Super-Casting Pretenders?

I can't wait to play this game enough that I know what you guys are talking about, because you're clearly all tacticians. Hats off to Shrapnel for this one. Just got it and I can tell it'll be in my drive for a long time.
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  #17  
Old March 13th, 2004, 02:43 AM
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Default Re: Super-Casting Pretenders?

Quote:
Originally posted by archaeolept:
well, that's the problem w/ not taking air

try nixing the death, reducing to nature 1 (for eagle eyes), taking one point of heat (though you certainly do pay for it in economic penalties, however the Naga gets penalties in any cold, so the heat at least acts as a ward...), and using the resultant points for the eminently useful Air4
Both nature and death are important for Ulm. Their summons add more diversity to their limited magic. The current configuration, IMHO, give a more balanced Ulm. Oh... also, death and fire together give you the flaming skull, which can increase the Fire level of your Master Smith by one.

Air is quite important for warding against lightning... but if it's just for adding two or three pecision, it doesn't worth it.

[ March 13, 2004, 00:44: Message edited by: ywl ]
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