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November 26th, 2003, 10:26 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: Air vs Nature
The Titan costs 125 points. Moloch costs 50.
Moloch is immune to Abysian Friendly Fireballs.
Titan isn't.
IMO the fire evocations are better than air evocations nowadays thanks to nerfed Orb Ligthning. And if someone says something about the precision of fire magic, i tell you that Abysians have precision of 8.
And Moloch is more in-theme with Abysia.
[ November 26, 2003, 20:26: Message edited by: Nerfix ]
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November 26th, 2003, 10:29 PM
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Re: Air vs Nature
Then why did you say "Lava Warriors .. Nuff Said." unless you were replying to Bless effects not being useful.
I agree that some are useful and in theme. Morloch works well with Abysia if you choose to go standard. I'm not arguing that point; only the point that you couldn't do the same with Air and have it be as viable -- which is my contention.
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November 26th, 2003, 10:38 PM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 566
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Re: Air vs Nature
Quote:
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With Moloch, i can afford order and prod 3, growth and luck 0, heat 3 and magic 2 and take a decent castle and fire 9.
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Yes, if you consider the Mausoleum a decent castle, and are willing to go with a dominion strenth of 4. But a few tweaks to those scales, and fire 9 is affordable for an Abyssian Moloch.
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November 27th, 2003, 05:36 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Air vs Nature
I've never had any temptation to go Air for bless effects. What value is Air Shield 20%? None. Air Shield starts to become valuable at around 50%, IMO. Unless I aim for Air 9, I don't care about Air for blessing.
I give level-9-specific (not including cumulative bonuses) blessing effects the following rankings:
Best to worst:
Fire
Water
Nature (which goes to #1 for huge sacred units)
Earth
Air
Astral (higher for Flagellants)
Useless (or I don't understand them):
Blood
Death
So... I'd love a Fire-Water pretender for Marignon=)
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November 27th, 2003, 08:04 AM
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Second Lieutenant
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Join Date: Sep 2003
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Re: Air vs Nature
Air shield 20% is still useful for preventing friendly fire. Meaning, it might not be great when someone is aiming at the troop, but stray missiles get deflected fairly often. I use it when I know I'm going to have a lot of missile troops that I want to keep from butchering my sacred melee units (Marignon, Ulm, Man).
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November 27th, 2003, 10:50 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Air vs Nature
Quote:
Originally posted by HJ:
Air shield 20% is still useful for preventing friendly fire.
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I bet +4 protection from Earth 9 is about as good at increasing arrow survivability (say, for arrow-weak Flags) as 45% air shield. Plus, it's useful in many other situations as well.
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November 27th, 2003, 10:53 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Air vs Nature
Quote:
Originally posted by Saber Cherry:
Useless (or I don't understand them):
Blood
Death
So... I'd love a Fire-Water pretender for Marignon=)
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I think you dont understand
the fear effect of death is generated for each sacred unit, and around him (depending of the potency). With a good number of blessed units, like flagellant, they could scare even very high morale units.
Aside that, I never actually played very far with blessing effects, too costly to my taste (320 points minimum I think).
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