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-   -   equipment configurations for supercombatants (SCs) (http://forum.shrapnelgames.com/showthread.php?t=20381)

Lex August 26th, 2004 10:04 PM

Re: equipment configurations for supercombatants (SCs)
 
Hmm.. would this work:

A3 mage equipped with a Staff of Storms, Ring of Tamed Lightning, and Sandals of the Crane, and have it cast Wrathful Skies while it skips across the battlefield avoiding enemies?

never tried the Sandals, but by their description, it sounds like it would be the ideal use with Wrathful Skies (since the point is to keep the battle going until the enemy is rooted or death)

Yossar August 26th, 2004 11:28 PM

Re: equipment configurations for supercombatants (SCs)
 
Quote:

Lex said:
Hmm.. would this work:

A3 mage equipped with a Staff of Storms, Ring of Tamed Lightning, and Sandals of the Crane, and have it cast Wrathful Skies while it skips across the battlefield avoiding enemies?

never tried the Sandals, but by their description, it sounds like it would be the ideal use with Wrathful Skies (since the point is to keep the battle going until the enemy is rooted or death)

Well, you'd obviously want to cast storm as well, and then sooner or later he'll teleport right into the middle of the enemies, so he has to be able to take at least one round of hits. It's a risky strategy but could work.

Aku August 27th, 2004 02:15 AM

Re: equipment configurations for supercombatants (SCs)
 
but he doesnt need to cast storm bec he said the guy would have a staff of storms equipped

im curious how good lex's idea would play out in a battle

August 27th, 2004 08:31 AM

Re: equipment configurations for supercombatants (
 
Quote:

Vicious Love said:My favorite combo is more stylish than effective: Two daggers(Or Swords of Swiftness, if ambidextrous enough), Chi Boots, an Astral Serpent

Does an Astral Serpent really strike one more time for *every* other attack ? So a single werewolf (CoW) using the base claw/claw/bite routine could make 3 more poison attacks, making 6 armor negating damage and 9 poison damage every round ? A perfect counter against super-heavy units, or even against some SC (if you can bypass def) like Cyclops, Red Dragons, Manticores, etc. And the poison is cumulative, so even 1 hit will cause 30 pts damage in 10 turns (death poison) but 2 hits will cause 60 pts etc...
Does it work only in close combat or even for ranged attacks ? And for hooves (one more attack for cavalry) ?
TIA

Boron August 27th, 2004 09:52 AM

Re: equipment configurations for supercombatants (
 
Quote:

Sunray_be said:
Quote:

Vicious Love said:My favorite combo is more stylish than effective: Two daggers(Or Swords of Swiftness, if ambidextrous enough), Chi Boots, an Astral Serpent

Does an Astral Serpent really strike one more time for *every* other attack ? So a single werewolf (CoW) using the base claw/claw/bite routine could make 3 more poison attacks, making 6 armor negating damage and 9 poison damage every round ? A perfect counter against super-heavy units, or even against some SC (if you can bypass def) like Cyclops, Red Dragons, Manticores, etc. And the poison is cumulative, so even 1 hit will cause 30 pts damage in 10 turns (death poison) but 2 hits will cause 60 pts etc...
Does it work only in close combat or even for ranged attacks ? And for hooves (one more attack for cavalry) ?
TIA

hm doesn't poison resistence negate this anyway ?
i personally think the misc spot is more important for e.g. burning pearl for +att + fire resistence and the amulet of antimagic .

my favourite quite cheap allrounder equipment is :
blood thorn + lucky coin , starshine skullcap , copper plate , boots of quickness , burning pearl + amulet of antimagic .

for nonflying units with water magic i replace the boots of quickness with flying boots like with icedevils / nievel jarls .

all in all those scs which have already flying + either fire or lighning resistence are extremely good like the arch devils and the airqueens or pretenders like virtue .
unfortunately airqueens have no footslot .
really hard though to find a favourite http://forum.shrapnelgames.com/images/smilies/happy.gif
i like airqueens , the arch demons , tartarians , the ice devils and the arch devils especially as highend scs http://forum.shrapnelgames.com/images/smilies/happy.gif
but i have no real favourite

August 27th, 2004 11:21 AM

Re: equipment configurations for supercombatants (
 
Quote:

Boron said:
hm doesn't poison resistence negate this anyway ?

Ooops I forgot about the Manticore, but some SC do not have poison resistance : think of Dragon, Cyclops, Devils etc...
A Red Dragon has only 11 def for exemple, so a puny werewolf with an astral serpent could perfectly make 3 hits in the first round, making 6 base damage... + 90 poison damage in the next 10 rounds (of course, the werewolf will probably not survive long, but he could kill a god !). Okay, I know, regeneration and poison protection is quite common for SC, but still, I had never realized how useful this item could be... in a given situation.
Cheers

Graeme Dice August 27th, 2004 11:51 AM

Re: equipment configurations for supercombatants (
 
Quote:

Sunray_be said:
Does an Astral Serpent really strike one more time for *every* other attack ?

No. It strikes once a turn, or twice if the unit has quickness.


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