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  #21  
Old October 25th, 2008, 01:59 AM

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Default Re: Best Magic Path Synergies?

Well, here's an interesting combination.
Earth and Air. High Dominion + Dark Skies + Melancholia....

Making *all* of an opponents researchers desert.......
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  #22  
Old October 25th, 2008, 03:02 AM
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Default Re: Best Magic Path Synergies?

Earth + Air is one of my favorites--specifically for the Watchers.

Watchers have to be my favorite summons in the game. I've built Pretenders around Watcher-spamming before.
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Last edited by HoneyBadger; October 25th, 2008 at 03:05 AM..
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  #23  
Old October 25th, 2008, 11:41 AM
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Default Re: Best Magic Path Synergies?

Quote:
Originally Posted by SlipperyJim View Post
Water/Nature:
Bog Beasts!

More seriously, how about Astral/Water?
  • Personal Buffs! Body Ethereal + Personal Luck + Astral Shield + Quicken Self + Breath of Winter
  • You know all of those beefy water summons: Krakens, Sea Serpents, Asp Turtles, Sea Trolls, oh my? Buff them, too! Ethereal Asp Turtles! Lucky Sea Trolls!
  • Abominations!
  • Underwater Mind Hunters that can't get shot by Seeking Arrows, toasted by Flames from the Sky, or sickened by Leprosy
  • Um ... hold on a second....
  • There are two nifty Astral/Water artifacts: Trident from Beyond & Nethgul.
  • Did I mention Abominations yet?
  • Power of the Spheres + Falling Frost (or Ice Strike, or Frozen Heart) spam
  • That's all I got for now.
I guess it's not great synergy, but there are a few possibilities.
astral/water has amazing synergy,

each have spells that specificly kill undead or demons respectively which means you don't need to spend so much time and resources making preists to tackle nations like ermor.

as already stated some nice buffs
and summons.

Grip of winter + falling frost spam tears through anything not resistant to cold, whole armies become over fatigued and suffer frozen death.

How about stellar cascades instead of falling frost if they are cold resistant?

oh and how about all those lovely astral spells to move you're frozen death machine of a mage force around the map with their armies.
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  #24  
Old October 25th, 2008, 01:32 PM
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Default Re: Best Magic Path Synergies?

Quote:
Originally Posted by HoneyBadger View Post
Earth + Air is one of my favorites--specifically for the Watchers.

Watchers have to be my favorite summons in the game. I've built Pretenders around Watcher-spamming before.
They'd be nice if they didn't require magic leadership. I still use them now and then but its bittersweet.
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  #25  
Old October 25th, 2008, 02:09 PM
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Default Re: Best Magic Path Synergies?

They're best used to boost PD, specifically PD that includes a magical leader.

I wonder what happens if you GoR them, though. I've never tried that before.
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  #26  
Old October 25th, 2008, 04:01 PM

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Default Re: Best Magic Path Synergies?

I'm surprised that Astral + Death was so quickly discounted. Do people even use Soul Drain any more?

I mean, the Nether spells are cool, and dusk daggers are outright SC killers, but most of the best death spells require a Communion and that's a key synergy. Ether Lords are also formidable late-game combatants.

Astral + Death forever!
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  #27  
Old October 25th, 2008, 04:20 PM
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Default Re: Best Magic Path Synergies?

Astral + Death is very nice, and they're also two of the most powerful paths. I'm hoping, at some point, to build a Nation that uses those two paths, exclusively.
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  #28  
Old October 25th, 2008, 04:28 PM

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Default Re: Best Magic Path Synergies?

Quote:
Originally Posted by HoneyBadger View Post
Astral + Death is very nice, and they're also two of the most powerful paths. I'm hoping, at some point, to build a Nation that uses those two paths, exclusively.
Would that nation be called MA Ermor?
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  #29  
Old October 25th, 2008, 05:02 PM
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Default Re: Best Magic Path Synergies?

No, it'll be a modded Nation based on the Warhammer 40,000 Necrons, but conforming to Dominions "technology", so Steampunk basically, but still undead.

Similar to, but different than, Ermor.
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Last edited by HoneyBadger; October 25th, 2008 at 05:09 PM..
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