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  #1  
Old October 5th, 2003, 10:37 PM
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Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Nerfix:
Well, Magic Duel is one of the main reasons why Void Lord and Shedu are treated like lepers.
I have always liked them. Besides, it works both ways. A pretender with astral picks should be powerful enough not to worry too much.

Hmm. For a while at least. Then others might try to boost their mages to get rid of him.

Can it be that no one gives their pretenders astral picks? I often do. There are so many useful astral spells, low as well as high level and a dead pretender is not a big problem.
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Old October 6th, 2003, 02:26 AM

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Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Kristoffer O:
quote:
Originally posted by Nerfix:
Well, Magic Duel is one of the main reasons why Void Lord and Shedu are treated like lepers.
I have always liked them. Besides, it works both ways. A pretender with astral picks should be powerful enough not to worry too much.

Hmm. For a while at least. Then others might try to boost their mages to get rid of him.

Can it be that no one gives their pretenders astral picks? I often do. There are so many useful astral spells, low as well as high level and a dead pretender is not a big problem.

Pretenders with Astral IMHO are far better off not spending points on other magic paths, especially when they are expensive to begin with. You can afford more Astral this way, and don't stand to lose 2 skill when you die.

These are both cool Pretenders, and I have considered using them -- but because I like them rather than because they're effective. If it wasn't for the nature of Mind Duel I might even use them in a multiplayer game.

The Shedu's inability to wear an Astral Skullcap, 125 cost, and starting with only 1 Astral is particularily bad.
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Old October 6th, 2003, 07:59 AM

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Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Can you tell me that WHAT THE HECK IS A MIND DUEL?
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Old October 6th, 2003, 09:43 AM

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Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

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Originally posted by MStavros:
Can you tell me that WHAT THE HECK IS A MIND DUEL?
Oops! I mean Magic Duel. Level 3 Evocation.

[ October 06, 2003, 08:58: Message edited by: Jasper ]
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Old October 7th, 2003, 01:13 AM
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Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Jasper:
The Shedu's inability to wear an Astral Skullcap, 125 cost, and starting with only 1 Astral is particularily bad.
The Shedu has a head slot, actually.
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Old October 7th, 2003, 01:43 AM
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Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Kristoffer O:
Can it be that no one gives their pretenders astral picks?
I played an "Astral Queen" Virtue twice in PBEM and terrorized Pythium, Arco and Abysia with her. With decent equipment and Vortex of Returning as my 5th spell I could TP or gate on my enemies and slay up to 4 astral mages/game turn with little risk. What's funny is both games happened before the MD fix patch, and they could easily have her bite the dust ;-)

Even with the fix this strat remains valid (albeit a bit more risky) - and I wouldn't design a costly pretender without thinking about it.
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Old October 6th, 2003, 03:17 PM
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Default Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!

Quote:
Originally posted by Nerfix:
quote:
Originally posted by Nagot Gick Fel:
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Originally posted by Nerfix:

And how does 3 Cold differ from 3 Heat for R'lyeh?
Because they're better water mages than fire mages?
Are there some mechanics i am unaware of? Like Water/Fire spells costing more fatigue in Heat/Cold Dominion?

Fire magic and auras are weakened in cold provinces and vice versa. R'lyeh can protect itself from cold effects easily enough, has a wide range of water spells available, and sucks at fire magic - so why choose a hot dominion? Many players argue a hot dominion is beater to deal with Ermor, Atlantis, Caelum, and Jotunheim, and indeed picking heat+3 might be a wiser choice if these nations are in play.
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