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September 24th, 2007, 06:24 AM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
Thanks: 5
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Re: MA Ermor advice please
Usually Lich + staff + skullface + ring of sorcery (30 astral gems if forged with hammer). If you can forge the sceptre of dark regency (+3 staff) you can use that one as well.
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September 24th, 2007, 06:29 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: MA Ermor advice please
gift of reason... not in my spellbooks..
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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September 24th, 2007, 08:07 PM
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Sergeant
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Join Date: Aug 2005
Posts: 299
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: MA Ermor advice please
Gift of Reason: thaumaturgy 4, nature 3, 25 gems - see manual for details.
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Qui tacet consentit
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September 24th, 2007, 08:30 PM
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First Lieutenant
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Join Date: May 2007
Posts: 674
Thanks: 7
Thanked 15 Times in 10 Posts
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Re: MA Ermor advice please
ether warriors are actually rather good against rlyeh, by virtue of all carrying moonblades....
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September 25th, 2007, 06:16 AM
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Sergeant
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Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
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Re: MA Ermor advice please
I am thinking about an Oracle W4 E4 S9 versus F4 W4 S9
what do you think about it ?
E4 will be very useful for
1�) mages and revig versus +2 ATK for Vestals
2�) forging hammer => research skull cost fall at 7D
3�) a lot of spells from construction (Golem, Dragon, ...).
Indeed I plan to rush construct 8 for uniques items like +3D staff
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September 25th, 2007, 06:30 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: MA Ermor advice please
yeah frostmorne I knew that.. I'm just not really into the whole 3 nature thingie .. and I must say.. 25 gems more than triples the gem cost of the tartarians.. I just keep casting 2 a turn atm and see what happens .. I'm now fighting abyssia in the seas.... it's annoying that not all undead titans can go into water... a bug?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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September 25th, 2007, 07:48 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: MA Ermor advice please
As not all undead can enter water I would say it is not a bug. You should be able to give them a ring of water breathing.
I do not know if it has been meantioned before. Do not use Shadow Vestals against astral nations. Solar rays are just Evocation lvl 2 and will exterminate your Vestals. They could also mind duel your Theurgs.
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September 25th, 2007, 11:51 AM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
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Re: MA Ermor advice please
Well, Mathusalem... that oracle will be a bit flawed. The bless is nice, but with no recruitable earth mages, you may go without finding any earth gem producing sites. In that case, you'll have to convert astral pearls to earth gems for Gnome Lore. A decent rate of change, at least. And it is possible, though rare, that you'll cast a site search spell nine times without finding anything of that path.
As there are a few astral sites with earth gems, you may find some if you are patient. But in the early game, you can't depend on any earth income, especially being immobile. Also, if you have the appropriate neighbors, consider conquering the nearest earth-based nation, if you can. If they've found most of the sites for you, all the better. Of course, there is Acashic Record, but it is a bit pricey.
You may get lucky, but equally likely is that you'll be horribly pinched for earth gems in the early game. You can depend on it later in the game, though. Perhaps go for a dormant or imprisoned pretender. Spend those points on diversifying your bless. Air can make you even harder to hit by missiles, including those inevitable flaming arrows. Blood 4 will give +2 strength, which can help.
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November 21st, 2007, 05:55 PM
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Second Lieutenant
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Join Date: Jun 2007
Posts: 483
Thanks: 0
Thanked 6 Times in 3 Posts
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Re: MA Ermor advice please
I'm going to be starting an MP game soon, playing MA Ermor, and I'm playing around with Pretender builds. I'm resurrecting a slightly aged thread here to ask a question:
Is +1 defense, +50% movement, and +50% attacks to your vestals really worth 7 Dominion Scales?
Azeal and DrP both present Imprisoned Oracle pretenders with W9S9. When I was examining this build, I noticed that to go from W4 to W9 costs 280 points, for which all you get is +1 defense and the water bless on your sacreds. Or for that 280 points you could go from Sloth-3 and Growth 0, to Prod-3 and Growth-1 (or Growth 3/Prod 0/Luck -1, and so on). Going from Water-4 to Water-9 on your Pretender nets you almost *nothing* in greater magical power, so it's not even factored as a consideration here. (You could also, for those 280 points, take any two of Fire-4, Blood-4, and Earth-4, for +2 attack, strength, and/or reinvigoration respectively--and then still have room for N2 as well, which all allows for greater crafting/summoning diversity...)
I'm having problems picking the final stats on my pretender. So convince me you're right! ; ) What would you recommend? Do you think it's better to enhance the vestals, improve the scales, or take multiple magic paths? Or even to use an entirely different pretender build? And why?
Thanks,
IndyPendant.
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November 21st, 2007, 06:27 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: MA Ermor advice please
it gives you +3 defense not +1, and 50% more attacks makes them (slightly more than) 50% more valuable units, not counting the defense bonus...
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