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View Full Version : Countering Awe & Fear?


JonBrave
August 23rd, 2012, 04:29 PM
I am facing a lone (AI) Pretender with Awe & Fear. (He is not undead, and I have no Death or undead anything.)


Am I right that what I need is as much morale as possible?
Other than the obvious (e.g. Sermon, Morale Bless), are there any spells or items to help?

sansanjuan
August 23rd, 2012, 06:03 PM
Berserk comes.to mind. The amulet of lycanthropy and berserk armor will work. Touch of madness and growing fury on the spell side.
Ssj

JonBrave
August 23rd, 2012, 06:23 PM
Thank you, I had not thought about beserk-ness.

Reading the manual's "Berserker" ability, it says they (may) go berserk after first wound. Is that the case for the spells & items you mention, or do they make them berserk from the outset? Because if it's only after first being wounded, they may not get that far before they get routed!

Fantomen
August 23rd, 2012, 07:27 PM
Lycan ammy is a good choice against awe SC god because unlike the wolf pelt or normal berserk attribute it auto berserks the unit, removing the need to trigger the berserk with damage. So a couple commanders with lycan ammy and dual weapon of choice with some high morale bodyguards can work.

Mindless units will also ignore the awe/fear, so battlesummoning elementals can work. Especially fire or air elementals if he lacks either of those resistances. CTing some air mages on top of awe/fear SC and spamming air elementals is a counter I used many times.

A high morale frontline with mages casting something he is vulnerable to is a good choice as well.

BewareTheBarnacleGoose
August 23rd, 2012, 07:38 PM
If you give a character a berserker item they will have the "gone berserk" ability when combat starts. Be careful about giving them to your SCs, because they wont be able to cast spells.

As far as I know, units with the "berserker" ability only go berserk if they are wounded, or if you cast the spell "growing fury" (Thaum 5,N4). If the fear is really overwhelming, the latter is probably your best option.

Fantomen
August 23rd, 2012, 07:48 PM
Only certain items give "gone berserk", others give the berserk attribute that needs to be triggered.

They also stack up the berserk bonus, lycan ammy + flesh eater is a pretty cheap and nice anti thug.

rdonj
August 23rd, 2012, 09:27 PM
Touch of madness will immediately grant the gift of berserking.

Immaculate
August 24th, 2012, 12:41 AM
the spell 'swarm'

Soyweiser
August 24th, 2012, 05:47 AM
Minor thing, as awe and fear add another layer to the layers SC gods already have (high def/prot/hp probably). Try to cast spells that hold them in place.

See here for a list
http://dom3.servegame.com/wiki/Key_spell#Immobilization_Spells

While it will not counter awe it will at least make it more likely that attacks hit.

Archery also ignores awe.

Redeyes
August 24th, 2012, 10:20 AM
the spell 'swarm'This spell butchers a lot of lone pretenders or thugs/SCs even.

Use it!

John_Madlock
August 24th, 2012, 11:23 AM
Looks like awesome vs alone thugs with fear/awe but crap vs normal army. Will casters use it when will be a good opportunity for this spell? Or you must script and hope you catch alone thug/SC?

Immaculate
August 24th, 2012, 02:41 PM
Script it with defensive movement traps.

Note too that 'swarm' a the counter to high defense thugs also.

Redeyes
August 24th, 2012, 09:34 PM
It's pretty good during regular army combat too, as it often causes enemy archers/mages to target the dragonflies at first, and delays the front-line's advance for at least a turn. A dragonfly takes one hit to kill from a militia unit, or from a demon knight. As they're equally good blockers against everything (that hasn't got aoe) it's a really useful spell.

BlanketThief
August 26th, 2012, 01:03 PM
Countering awe and fear? Slave collars might be what you're looking for, along with your forged weapon of choice.

BewareTheBarnacleGoose
August 27th, 2012, 11:51 PM
Countering awe and fear? Slave collars might be what you're looking for, along with your forged weapon of choice.

I've never found much of a use for the slave collar. It's cheap, but it feebleminds the commander, which gives combat penalties, and doesn't even prevent routing (just gives high morale). Berzerking is much better because it totally prevents routing and gives combat bonuses.