|
|
|
 |

October 9th, 2004, 01:45 PM
|
Corporal
|
|
Join Date: Jul 2004
Location: clemson, sc
Posts: 55
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: early fightin\' pretender spells
Hmm . . . I did present this in terms of distinct paths. In actual play, I've frequently been picking things up in blocks of 4 to get the minimum bless effect. Often Astral + Earth w/ a little Water. (Gets me the coin for an early astral boost, good forging stuff, and claymen in addition to the Ash search.)
So, leaving out the artillery (and there's lots of great artillery), what are the useful early game mixed path combat spells? All the ones mentioned (and the ones I can think of except Last ditch Inner Sun) are ranged.
---
Tuna, I agree w/ how you pose the question. I'm trying to expand how well I can capitalize on paths for early expansion.
Edi -- had not tried a combat phoenix. Intresting.
Also, never touched a dragon. The cost of that 2nd path was offputting. But, I should give it a shot.
Rylen
|

October 9th, 2004, 05:46 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: early fightin\' pretender spells
Quote:
rylen said:
Also, never touched a dragon. The cost of that 2nd path was offputting. But, I should give it a shot.
|
Green drqagon is nice, all you need to research is personal regen (I forget which school it belongs to) and you're set to go. Just make sure no to use this drake with a nation that has sacred mages or they will go berserk if anyone looks at them funny instead of doing what they should. Even if you get afflictions, you should be able to put up GoH rather quickly (unless you are unlucky to get feebleminded of course). My friend has also used Green and Blue Dragons, so I've seen how effective they can be when used right. Blue is good for Vanheim, having quickness and additional defense for the already formidable van and valkyries is alway s a good thing, and the blue drake is the only way to get that reasonably.
Edi
|

October 10th, 2004, 05:37 AM
|
Corporal
|
|
Join Date: Aug 2004
Posts: 98
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: early fightin\' pretender spells
Quote:
rylen said:
---
So, leaving out the artillery (and there's lots of great artillery), what are the useful early game mixed path combat spells? All the ones mentioned (and the ones I can think of except Last ditch Inner Sun) are ranged.
|
Can't rememer a single one... However, of the artillery, I'd just like to point out that acidic stuff is quite good, esp when you have paths that exceed the requirements by much. And it also stays good, because there is not acid resistance in the game. There just are not very many mages in the game that can cast them.
Quote:
Also, never touched a dragon. The cost of that 2nd path was offputting. But, I should give it a shot.
|
I havent ever taken a 2nd path for a dragon... They are just a chassis for getting blessings. The blue (quickness& cold) and green (regen) do quite well vs indies, esp when you really dont have to care all that much if they live or die. Midgame the blue dragon can be a truly great caster for the falling frost.
|

October 17th, 2004, 09:20 AM
|
 |
Second Lieutenant
|
|
Join Date: Feb 2004
Posts: 514
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: early fightin\' pretender spells
Belated thread ressurection here, but doesn't anyone find the reinvigoration/life drain/Soul Drain, Phoenix Pyre, and immortal/recuperating SC pretender combo worthwhile?
All the perks of an ordinary SC, repeatedly, until stun damage or afflictions take you out, and all it takes is fire 2 and a grotesque amount of research.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|