.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old October 25th, 2008, 04:22 PM

Crust Crust is offline
Corporal
 
Join Date: Aug 2008
Posts: 65
Thanks: 0
Thanked 6 Times in 4 Posts
Crust is on a distinguished road
Default Water magic

What are good ways to use it on land? Quickness spells seem good in principle but hard to make use of.
Reply With Quote
  #2  
Old October 25th, 2008, 04:34 PM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: Water magic

Quote:
Originally Posted by Crust View Post
What are good ways to use it on land? Quickness spells seem good in principle but hard to make use of.

Well, the staples of midgame combat are Falling Frost and Frozen Heart which the first killing large numbers of foes and the latter killing SCs, thugs, and high hp units. Spells like Grip of Winter are perfect for attacking whole armies, and depending on your nation and foes Wolven Winter can be crippling.

Quickness is one of those things that is nice to get, but hard to use. It is far better to use the various direct attack Water spells.

Basically, Water is a midgame magic. Unlike Fire that peaks in early and mid or Astral that is mid to late, Water gets all its most generally useful and nice things right in the middle of the research paths.
Reply With Quote
  #3  
Old October 25th, 2008, 04:43 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Water magic

Cold spells are very nice too, and there's lots of water summons that can be used on land.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #4  
Old October 25th, 2008, 05:05 PM
vfb's Avatar

vfb vfb is offline
General
 
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
vfb is on a distinguished road
Default Re: Water magic

While you're waiting for those goodies, you might want to try out:

Slime - slows armies down

Numbness - I'm pretty sure this is a (5AN+cold scale) no-MR stun attack, CR defends

Curse of the Desert - Nice area 2d8 stun attack, CR does not defend, MR defends. If initial MR check fails, continues to do 2d8 stun damage until more difficult MR check made.

Wolven Winter - You can also cast this on someone's capital to reduce their income immediately by 15% (best on heat-loving nations, not good on cold-loving ones) and permanently (via the 5% pop kill). The pop kill does not sound like much, but 6 casts and you've cut his best province income by a third.

In the mid-game, you can also make bottles of living water, it's really gem-efficient.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
Reply With Quote
  #5  
Old October 25th, 2008, 05:35 PM

otthegreat otthegreat is offline
Corporal
 
Join Date: Nov 2007
Location: Vermont, USA
Posts: 159
Thanks: 5
Thanked 1 Time in 1 Post
otthegreat is on a distinguished road
Default Re: Water magic

Quote:
Originally Posted by K View Post
Basically, Water is a midgame magic. Unlike Fire that peaks in early and mid or Astral that is mid to late, Water gets all its most generally useful and nice things right in the middle of the research paths.

I agree with you, there are a number of good mid level damage spells. I'm wondering though, how effective are niefel flames? Is having a few niefel flame casters an effective late game strategy?
Reply With Quote
  #6  
Old October 25th, 2008, 06:31 PM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: Water magic

Quote:
Originally Posted by otthegreat View Post
Quote:
Originally Posted by K View Post
Basically, Water is a midgame magic. Unlike Fire that peaks in early and mid or Astral that is mid to late, Water gets all its most generally useful and nice things right in the middle of the research paths.

I agree with you, there are a number of good mid level damage spells. I'm wondering though, how effective are niefel flames? Is having a few niefel flame casters an effective late game strategy?
Neifle Flames is nice for that high quality AN damage, but it suffers from the problem that not only is chaff and Cold Resistance easy to come by in the late game, but Undead Cold resistant chaff is extremely easy to come by.
Reply With Quote
  #7  
Old October 25th, 2008, 07:01 PM
Nikelaos's Avatar

Nikelaos Nikelaos is offline
Sergeant
 
Join Date: Jul 2008
Location: London, England
Posts: 354
Thanks: 9
Thanked 20 Times in 15 Posts
Nikelaos is on a distinguished road
Default Re: Water magic

grip of winter + falling frost spam murders everything not cold resistant, no questions asked, just make sure you have something to protect you're mages (a wall of chaff to stop melee troops, some way to protect from mage counters such as rain of stones) as long as you're mages can hold out for like 10 turns everything not cold resistant the enemy has is more than likely to die, even if not killed in those 10 turns they would be over fatigued and are made useless (i find this particularly effective vs hydra rushes, funny seeing those blessed serpents die of fatigue) .

falling frost also causes damage (but not the chill effect) to cold resistant troops but can be evaded with a high defence/parry skill making it perfect for even cold resistant chaff.
__________________
Melita Mod
Reply With Quote
  #8  
Old October 25th, 2008, 07:03 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Water magic

Don't forget Sailor's Death. I think its something like 3W, area 1, 10 AN damage or something around there. Its Thaum, though I don't recall what lvl.
Reply With Quote
  #9  
Old October 25th, 2008, 07:09 PM
Nikelaos's Avatar

Nikelaos Nikelaos is offline
Sergeant
 
Join Date: Jul 2008
Location: London, England
Posts: 354
Thanks: 9
Thanked 20 Times in 15 Posts
Nikelaos is on a distinguished road
Default Re: Water magic

sailors death isn't too effective for me.

you're better of hording all you're mages back to research till you research some of the nicer evocation spells before casting frozen death on you're enemies in the battlefield. Unless ofcourse you're a neifel jarl or a formorian king, then send em out straight away with like five of they're resepective sacred units as henchmen then splash a nice bless and take out any indie province or early game army with the greatest of ease.
__________________
Melita Mod
Reply With Quote
  #10  
Old October 25th, 2008, 11:44 PM

Meursy Meursy is offline
Corporal
 
Join Date: Aug 2008
Posts: 126
Thanks: 14
Thanked 3 Times in 3 Posts
Meursy is on a distinguished road
Default Re: Water magic

Has anyone used Prison of Sedna to good effect?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:55 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.