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December 6th, 2007, 06:01 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Astral Combat Spells
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+9. Switch spell focuses for rings of sorcery/wizardry.
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Stiil +8, I meant rings of sorcery .
Nether Darts should be helped by penetration, and is blocked by shields(I hate abysian tower shields) but with the large number of effects, it is still far superior to nether bolt unless you are facing tower shields(and maybe kite shields).
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December 6th, 2007, 06:04 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: astral combat spells
Anecdotally, I've also found astral fires to be not as uber as you might think due to the relatively low damage output as compared to other evo spells. Considering how often you're fighting lower protection guys falling foo, magma eruption, etc. often wipe out big swaths of dudes and inflict reasonable damage against the moderately heavier ones while astral fires usually takes a couple of hits to kill anybody with more than 10 hp. Still, definitely has a niche though I didn't realize FR countered it.
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December 6th, 2007, 06:26 PM
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First Lieutenant
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Join Date: Feb 2007
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Re: astral combat spells
I'm pretty sure that FR doesn't counter Astral Fires. Like Banefire, its not actual "fire".
The second tier Evocations are perfect when your opponent starts tossing in his mechanical men armies or has other immunities. A 50% Fire Resist with decent armor is basically like being immune to Falling Fires, but Astral Fires will keep doing some damage.
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December 6th, 2007, 07:14 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: astral combat spells
Astral Fire does not do fire damage (the tags are Armor Negating, Magic Resistance Negates and Works Underwater).
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December 6th, 2007, 07:23 PM
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First Lieutenant
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Join Date: Feb 2007
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Re: astral combat spells
Oooo, I had forgotten to mention how it works underwater. In the sumo wrestle that is underwater combat, tossing down real evocations is awesome.
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December 6th, 2007, 07:38 PM
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General
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Join Date: Mar 2007
Location: Japan
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Re: astral combat spells
I know you asked for non-buff spells, but it's usually a good plan to toss down an Antimagic. It's only Enchant 4, 1 pearl, and it's +4 MR on all your troops for the entire battle, even if the caster dies. It's really a good plan to do this first if you are planning on casting Solar Brilliance/Tempest.
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December 6th, 2007, 08:23 PM
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Private
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Join Date: Nov 2003
Location: Sweden
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Re: astral combat spells
Quote:
K said:
Also note that Astral Fire (S3,F1) and Nether Darts(S1,D1) are some of the best combat spells in the game, as there is nothing that can resist them(aside from high MR).
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High MR isn't that useful against nether darts and nether bolts as it only protects from the feebelminding, at least that is how it works according to the manual.
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