View Full Version : Best blessing element
Teraswaerto
June 11th, 2004, 02:26 PM
I never use 9/9, it simply costs too much. Fire 9 is good since with the Moloch it isn't terribly expensive, unlike most other paths.
PvK
June 11th, 2004, 05:06 PM
I'd rather have one level-9 and three level-4's, or two level-4's and more points for something else (or several level-4's and more free points).
PvK
NTJedi
June 11th, 2004, 05:41 PM
I agree with Teraswaerto... 9/9 costs too much. I usually setup 3 of them with 4.
rabelais
June 11th, 2004, 06:44 PM
Fire 9 is the ONLY way to give your regular melee troops magic weapons in the entire game, so it wins.
Especially given the Moloch Cost effectiveness.
Water 9 is incredibly synergistic, but there's no template with both paths, so it's horrifically expensive.
The only serious MP usable 9/9 is fire/astral using Bahomet for Marignon, and even that gets a little crazy in terms of scale sacrifices.
Jotuns with w9/n9 or hydras with fire9/w9 sure are fun in SP, though. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
Rabe
HJ
June 11th, 2004, 07:18 PM
I find myself going for 9 earth most often, i.e. with almost every nation with sacred mages. It's just hard to resist having free reinvigoration on all your mages, and a Cyclops to cast some really cool spells later. Fire 9 would be the second most frequent, with Moloch dishing out punishment throughout the game, and nature and air are my most frequent level 4 blesssings.
Gandalf Parker
June 11th, 2004, 07:58 PM
Ive tried alot of them. Ive played 9/9 and 9/4/4/4/4/4. I really like Astral 9 but thats probably because Im playing the "who would want this" combos to turn them into surprise tactics.
You know that bringing a poll like this to the attention of the devs could have drawbacks. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ June 11, 2004, 19:00: Message edited by: Gandalf Parker ]
Maltrease
June 11th, 2004, 08:16 PM
Originally posted by rabelais:
Fire 9 is the ONLY way to give your regular melee troops magic weapons in the entire game, so it wins.
Especially given the Moloch Cost effectiveness.
Water 9 is incredibly synergistic, but there's no template with both paths, so it's horrifically expensive.
The only serious MP usable 9/9 is fire/astral using Bahomet for Marignon, and even that gets a little crazy in terms of scale sacrifices.
Jotuns with w9/n9 or hydras with fire9/w9 sure are fun in SP, though. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
Rabe <font size="2" face="sans-serif, arial, verdana">I like Jotuns with n9 and e9. Earth mother is good for this. This lets them basically fight forever without getting fatigued, the beserk, increaed natural protection, and regeneration make niefel giants nearly invincible against normal troups.
Without the reinvigeration they eventually tire and are overun when fighting a larger force.
Azhur
June 12th, 2004, 01:59 AM
I know there isn't really best, but what do you usually prefer, when putting 9x/9y?
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