Thread: Any Man Advice
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Old April 18th, 2007, 08:05 PM
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Default Re: Any Man Advice

Shockwave is not so hot.

Note that Wind Guide is actually "mass aim", so it helps people who cast damaging spells such as thunderstrike hit more often. This is a big deal.

To summarise, this is my recommended research order:
Const 6 (if you can get this far without fighting another player), Alter 4, Ench 6, Conj 3, Thau 1, Evoc 6

The basic (AAES) guys aren't much use in combat - unless an opponent is trying super-combatants, in which case by all means cast lightning bolt until you're blue in the face. They aren't even good communion slaves (since they have a high enc from being old.) Nonetheless, that's probably the best use for them in combat - otherwise, leave them at home to make science. If you cast storm, they can all cast Storm Power and then follow up with some useful spells (see AAAES below.)

AAAES can cast Arrow Fend (ench 6), Thunderstrike and the various ghost spells are probably your best bet for spells to spam.
AAEES can cast Summon Earthpower to get to E3, and then cast blade wind (evoc, against Mictlan) or Destruction (alter, against armored opponents,) or Gifts from Heaven (evoc, against giants).
AAEFS can cast Power of the Spheres (Conj) and then Phoenix Power (Conj) to cast real fire magic, particularly flaming arrows (Ench) which is very nice for your all archer army. Otherwise, you can make them communion masters, and then have them follow the flaming arrows with magma eruption (evoc). Astral fires is also a great spell but I think magma eruption is better.
AAESS can cast several utility spells (anti-magic, ench), or if you give them a 4-man communion they can cast enslave mind (thau) and other sexy astral stuff.

As Man, you probably want to spend most of your gems on combat magic and research items. Your military is pretty competent all around - you can make trolls and things if you have a gem glut but it's seldom really worth the trouble. A few boosting items can be useful - if you make a Communion Matrix, for example, and put it on a mage on the bottom of the batting order, you can get spells like Arrow Fend off on the first turn, which can make a big difference, actually.
Anyway, the spells you want are:
Forge Quills (Const 2)
Legions of Steel (Const 3)
Forge Lightless Lanterns (Const 6)
The various power-boosting spells (Conj 3)
Communion (Thau 1)
Flaming Arrows (Ench 4)
Arrow Fend (Ench 6)
Ghost Wolves (Alter 3)
Destruction (Alter 4)
Curse of Stones (Alter 4)
Wind Guide (Alter 4)
Phantasmal Army (Alter 5)
Phantasmal Army (Alter 6)
Thunder Strike (Evoc 4)
Blade Wind (Evoc 4)
Gifts from Heaven (Evoc 5)
Magma Eruption (Evoc 6)

For the late game, the following spells are really nuts:
Mists of Deception (Ench 8)
Fog Warriors (Alter 7)
Will of the Fates (Alter 8)
Army of Gold (Alter 9)
Master Enslave (Thau 9)

All of this should be cast while driven by a communion. Mater enslave requires a 32 member communion to be practical at all - but it really is a terrific spell.
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