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  #11  
Old February 5th, 2007, 10:28 PM

jutetrea jutetrea is offline
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Default Re: Assasins

I'm liking a vamp count with black heart, +penetration and disintegrate
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  #12  
Old February 5th, 2007, 10:37 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Assasins

If find that adding items that will summon help can be a real lifesaver when you are up against mages.

Does anyone ever formation or script their assassins? For most of my assassins I like to set them all the way forward so they dont have to worry about so many castings or arrows.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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  #13  
Old February 6th, 2007, 12:07 AM
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Default Re: Assasins

I often place and/or script my assassins, especially if they have something worthwhile to do different from the default. e.g. ninjas.
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  #14  
Old February 6th, 2007, 08:47 AM
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Default Re: Assasins

Assassin + skull charm ; set to the rear

You start the fight with a longded, so even if the target as rander attack, spells, or is flying, itwill often target the longded.

And each round after that one more longded for only 5 fatigue (item spells only cost 5 fatigue points)

Even better when you use the skull helmet (give the spell raise skeletons)

If your assassin got the "quickness" heroic ability, it can use the item more often (yes, quickness still works in dom3 for item spells). Just give him some reinvigoration so he don't get tired too fast.
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Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #15  
Old February 6th, 2007, 11:05 AM

mivayan mivayan is offline
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Default Re: Assasins

Are you sure that placement affects assassinations?
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  #16  
Old February 6th, 2007, 12:05 PM
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Default Re: Assasins

Yes , but it has less effect in term of distance that in a normal fight.

By putting a ninja in the rear, a mounted commander will advance without being able to hit the ninja in the first round. Then the ninja act, having first strike (shuriken usually).

Without this, a mounted commander has enought action points to charge in the first round.
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A: "Yes !" <stranges noises>
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Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #17  
Old February 6th, 2007, 12:58 PM
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Default Re: Assasins

an empoisoner or a starchild always back right?
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  #18  
Old February 6th, 2007, 02:32 PM

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Default Re: Assassins

To return slightly to the original post, I also picked up "The Master Assassin" (I think he was called) as a mercenary. He came with an ethereal cloak and a sword of sharpness, so while not exactly a killing machine, I think he took out six commanders when playing against the computer, which was helpful (and quite fun).
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  #19  
Old February 6th, 2007, 02:57 PM
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Default Re: Assasins

Quote:
Jack_Trowell said:
(yes, quickness still works in dom3 for item spells).


Ahhhh, this little gem I missed. I assumed the quickness nerf applied to item spells as well. Good to know.
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  #20  
Old February 6th, 2007, 04:31 PM
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Default Re: Assasins

extra attacks help alot. Also items which will attack on their own such as dancing trident, stone dove, and spirit helm
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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