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  #11  
Old April 14th, 2012, 05:14 PM

Immaculate Immaculate is offline
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Default Re: communion mechanics

Don't forget the value of combinations like 'resist fire', 'flame storm', or 'resist poison', 'foul vapors'. Suddenly all your casters share the elemental immunity that their troops presumably possess (summon lots of firesnakes for example) THEN drop the big thunderstrikes or whatever.
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  #12  
Old April 14th, 2012, 06:02 PM
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Stagger Lee Stagger Lee is offline
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Default Re: communion mechanics

Quote:
Originally Posted by Legendary League View Post
Quote:
Originally Posted by Soyweiser View Post
Also, having slaves with natural regen, or throwing in a master that casts personal regeneration upps the survivability of your slaves a lot. If they get over 200 fatigue, the hp damage gets healed away.

Also, if you summon earthpower, the slaves will get the reinvigoration even without having earth magic themselves.

Of course mistform, air shield and mirror image raise the survivability of your slaves a great deal.
You're forgetting the most important spell for communion, Reinvigoration. Removes all fatigue from a communion, all fatigue, which is absolutely awesome. It's a blood spell, however, so remember that (so if you have a blood mage that can enter a communion via sabbath, do it).

Works especially well with reverse communions, where the goal is buffing your slaves with PotS and other spells so they can all cast evocations. If you're say Bogsrus, form a reverse communion with as many A2S1 guys that you can (since it's Bogarus, 30+ mage communions are fairly easy to make), have couple masters (at the end of the turn order, since if a master casts before a slave, the slave won't cast [I learned this the hard way, hahah]) cast buffs from Mistform to PotS to Earthpower to whatever battlefield spells you need (Flaming Arrows, whatever), and script reinvigoration in alternation on Diabloists or Starets (because reinvig needs master fatigue to cast). Watch as you rain dozens of thunderstrikes, Gifts, Falling Fire, Magma Eruptions, Astral Fires, whatever you desire, and decimate the enemy army, all with pretty much nonexistent fatigue.
Yes, but experience has shown this to be hard to rely on. Battlefield placement is far more important when blood is involved. A nearby master might just grab a few slaves meant for someone else, screwing up lots of well laid plans. Also, the fatigue on the master casting reinvig, iirc the fatigue has to be significant, or it may go off script.

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Originally Posted by Immaculate View Post
Don't forget the value of combinations like 'resist fire', 'flame storm', or 'resist poison', 'foul vapors'. Suddenly all your casters share the elemental immunity that their troops presumably possess (summon lots of firesnakes for example) THEN drop the big thunderstrikes or whatever.
Perhaps nitpicking, but not all casters, rather all slaves and the master casting the spell. Other masters will have to hit themselves or buff with items.
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  #13  
Old April 14th, 2012, 08:01 PM

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Default Re: communion mechanics

true.
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  #14  
Old April 14th, 2012, 09:51 PM

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Default Re: communion mechanics

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Originally Posted by Stagger Lee View Post
Yes, but experience has shown this to be hard to rely on. Battlefield placement is far more important when blood is involved. A nearby master might just grab a few slaves meant for someone else, screwing up lots of well laid plans. Also, the fatigue on the master casting reinvig, iirc the fatigue has to be significant, or it may go off script.
Yeah, it makes things abit more difficult to run properly. However, the payoff (far larger number of evocations spammed) is definitely worth it.

It just requires clever scripting, and alternation using several masters (i.e. 4 masters stagger-casting Reinvigoration with one slave each (the first one casting reinvig can cast Sabbath Master instead to get the fatigue), or 2 double casting reinvigoration at staggered intervals, with a highish fatigue spell in between).
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  #15  
Old April 14th, 2012, 11:03 PM
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Default Re: communion mechanics

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stagger-casting
My specialty.
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  #16  
Old April 15th, 2012, 10:31 PM

mattyburn7 mattyburn7 is offline
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Default Re: communion mechanics

Yes...and as LL said, make sure they are casting high fatigue spells...or else you may suddenly find some imps fighting on your side!!
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  #17  
Old April 21st, 2012, 09:16 AM

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Default Re: communion mechanics

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Battlefield placement is far more important when blood is involved. A nearby master might just grab a few slaves meant for someone else, screwing up lots of well laid plans.
Excuse if this question is not to do with Communion. I have seen my virgins standing around on the battlefield (hussies, they're probably just there to flirt...). Are you saying that with blood casting anyone can help themselves to a common pool of slaves? I assumed each mage had to come equipped with his own, like gems? Or maybe that this applies in communion only?
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  #18  
Old April 21st, 2012, 10:15 AM
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Default Re: communion mechanics

There is a range.... Perhaps half the field? There is a thread somewhere.
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  #19  
Old April 22nd, 2012, 05:03 PM

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Default Re: communion mechanics

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There is a range.... Perhaps half the field? There is a thread somewhere.
ssj
Could you/someone please clarify: even if there is a range involved, are you saying that mages help themselves to one another's slaves, unlike gems?? If that's so, it does make planning harder.
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  #20  
Old April 22nd, 2012, 05:08 PM
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Default Re: communion mechanics

Yes, mages uses slaves from other mages, or even non mages. (Not the enemy ones iirc).
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