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-   -   Agartha: Golem Crafters (http://forum.shrapnelgames.com/showthread.php?t=41894)

legowarrior January 9th, 2009 08:43 AM

Agartha: Golem Crafters
 
I'm trying to get a handle on hte Agartha golem crafters for a single player game that I might use later on in multiplayer.
I'm stuck on what to use for a pretender and what kind of scales I need, to be specific, whether Growth should be a factor (what with all the old age going around) or use Order instead (and maybe get a perk if I use Hidden in the Sand).

For my pretender, I decided to go with an imprisoned oracle for the 600 design points and great dominion strengths, which would help my golems later on.

For magic, I have 9 Astral (to give me access to the ring of wizardry, and Golem spells, as well as all the usually perks) and 6 Earth (for the bless and so I can use Earth Blood) In combination I can create the Sword of Many Colors, with the Ring of Wizardry would allow my Golem Crafters to make Staff of Elemental Mastery (although I don't know if that is worth it).

So, the hard part (although I may be completely off with all of my pretenders) is the scales.
I have 42 points left over and an 8 dominion strengths.
I have so far 0 order
3 productivity
1 heat (cold blooded Agartha, so why not. Also counters many cold sides)
0 Growth
0 Luck
1 Magic

I'm playing with the idea of going3 turmoil, 3 luck and 1 in growth, but I'm curious of what people think?

ese-aSH January 9th, 2009 08:51 AM

Re: Agartha: Golem Crafters
 
speaking of agartha pale ones : can someone explain to me how can those creatures be cold-blooded ? in the description it is said they do not face the sun, yet they wont be affected in hot lands, but by cold lands ^^

legowarrior January 9th, 2009 08:55 AM

Re: Agartha: Golem Crafters
 
Personally, the thing that strikes me about the Agartha is there how similar they are to the atlantians. Never stop growing, live hundreds of years and very similar paths in magic. Oh and don't forgot the amphibianism part of it.
Are they an offshoot of atlantis that grew underground?

Oh, and about the cold blood, they are like underground salamanders that are blind.

Sombre January 9th, 2009 09:01 AM

Re: Agartha: Golem Crafters
 
Agarthans truly are an enigmatic race. They spend their time in apparently cold caverns and rarely see the sun, yet they are cold blooded and prone to fatigue because of this. It doesn't help that one of their strengths, the fact they are amphibious, sees them running into the common cold 3 dominion of underwater races, all of which will school them in the water anyway.

Agarthans are one eyed with very poor precision and are clumsy in battle, with terrible attack and defense. They are however very strong. So with typical agarthan logic, they bring glaives to battle, which give malus to attack and defence and do high damage. So if they hit something (which they don't) it's double dead. But surely they'll hit /something/ you cry? Well it certainly 'helps' that they are size 3 or 4 and so suffer from being swarmed and being unable to swarm back. But surely their armour is excellent? In their ancient wisdom agarthans have elected to wear relatively high enc armour with unimpressive protection, knowing as they do that they are so effectively shielded by their tower shields that they need not worry about missile weapons. I jest of course, what agarthan would be seen with anything bigger than a buckler? It's sheer madness.

I don't think there's any question as to why they end up extinct. Along with draconians, they are the dodos of the dom3 world.

Tifone January 9th, 2009 09:15 AM

Re: Agartha: Golem Crafters
 
And yet they look cool :p

I think in EA one should just skip Agathan troops and go for summons and Troglos. The rare Agarthans you'll see in an army are thus wise Ancient Oracles with their great magic and strong Ancient Ones kitted for battles. It feels quite thematic for an ancient dying race ;)

Kadelake January 9th, 2009 09:18 AM

Re: Agartha: Golem Crafters
 
It's hard not to love the Agarthans after Sombre's description :)

VedalkenBear January 9th, 2009 09:40 AM

Re: Agartha: Golem Crafters
 
Well, regarding MA Agartha, I don't generally worry about the Pale Ones very much, except for the capital-only mage.

Something that people may not be aware of (if they didn't play Dom2) is that MA Agartha has the 'Golem Cult' effect on its Dominion. That is, all Constructs gain +10% HP per point of Dominion. Thus, certain choices are much easier for them.

Enchantment is a very strong school for them because of their national summons (all of whom are Constructs). If/when you can break into water gems, Claymen actually aren't bad for them. The boost to their HPs raises their regeneration value to the point that they're pretty hard to kill.

Of course, Construction is also good, and if you can cast Mechanical Militia, your PD gets a lot better.

Sombre January 9th, 2009 09:43 AM

Re: Agartha: Golem Crafters
 
Just to be clear, I /love/ agarthans. They're up there with Bog Beasts for me. They're just adorable and all 3 of the ages of agartha are interesting, different and cool.

It's just that Agarthans themselves are such a race of cave dwelling turkeys.

legowarrior January 9th, 2009 09:45 AM

Re: Agartha: Golem Crafters
 
How necessary is gold or growth to the Agarthians?
Is turmoil/luck a good combination with them, because I do find it hard to find none Earth gems with the Agarthians.
How often should you buy Agarthian mages instead of the Golem Crafters?

chrispedersen January 9th, 2009 10:17 AM

Re: Agartha: Golem Crafters
 
Quote:

Originally Posted by legowarrior (Post 665380)
I'm trying to get a handle on hte Agartha golem crafters for a single player game that I might use later on in multiplayer.
I'm stuck on what to use for a pretender and what kind of scales I need, to be specific, whether Growth should be a factor (what with all the old age going around) or use Order instead (and maybe get a perk if I use Hidden in the Sand).

For my pretender, I decided to go with an imprisoned oracle for the 600 design points and great dominion strengths, which would help my golems later on.

For magic, I have 9 Astral (to give me access to the ring of wizardry, and Golem spells, as well as all the usually perks) and 6 Earth (for the bless and so I can use Earth Blood) In combination I can create the Sword of Many Colors, with the Ring of Wizardry would allow my Golem Crafters to make Staff of Elemental Mastery (although I don't know if that is worth it).

So, the hard part (although I may be completely off with all of my pretenders) is the scales.
I have 42 points left over and an 8 dominion strengths.
I have so far 0 order
3 productivity
1 heat (cold blooded Agartha, so why not. Also counters many cold sides)
0 Growth
0 Luck
1 Magic

I'm playing with the idea of going3 turmoil, 3 luck and 1 in growth, but I'm curious of what people think?

I would go Astral 6 max, use the points to get another school (nature) to 4. GOH.


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