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November 12th, 2006, 03:40 PM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
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Re: Best - worse magic paths
Quote:
NTJedi said:
Yes nature works more in combination with other paths to be effective. A few examples would be gift of reason on the tartarians, swarm spell with undead archers, and gandalfs tornado with charm.
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What do you mean by "swarm spell with undead archers"?
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November 12th, 2006, 03:44 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Best - worse magic paths
casting the spell swarm, a level 1 nature spell requiring 1 gem that, iirc produces 20 weak dragonflys or something like that. Using it with undead archers you can get some (practically free) chaff that it dosnt matter if your archers hit or not (since they die after battle)
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November 12th, 2006, 03:52 PM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
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Re: Best - worse magic paths
Quote:
Shovah32 said:
casting the spell swarm, a level 1 nature spell requiring 1 gem that, iirc produces 20 weak dragonflys or something like that. Using it with undead archers you can get some (practically free) chaff that it dosnt matter if your archers hit or not (since they die after battle)
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Yes, I know what these both seplls are. I was curious about the synergy between them.
I understand your point, and I agree that swarm is a nice delaying spell. But how is this combo (with undead archers) different from using swarm with any other deadly missile attack? Like for example "normal archers with fire arrows"/"swarm" combo?
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November 12th, 2006, 04:59 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Best - worse magic paths
I think blood is very powerful. Early - mid game u will get more blood slaves than u will gems of any 1 other path, a blood 3 mage can get 5 - 14 with a blood hunt in pop. 5000+. U just need to figure out a effective way of getting the unrest it creates down.
U can cast cross breeding for fun which is a very cost effective spell with some very nice effects. Frost fiends r nice when playing Niefelheim, demon knights r pure evil, if u have earth paths as well. From then on it gets better and better. U can easily crush other pretenders/nations just by using blood magic alone.
Nature on the other hand lacks killing power but is good for creating large horde armies. Its weakened alot because yr troops no longer starve so items like enormous cauldron of broth r no longer very important.
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November 13th, 2006, 10:57 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Best - worse magic paths
Quote:
Corwin said:
Quote:
Shovah32 said:
casting the spell swarm, a level 1 nature spell requiring 1 gem that, iirc produces 20 weak dragonflys or something like that. Using it with undead archers you can get some (practically free) chaff that it dosnt matter if your archers hit or not (since they die after battle)
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Yes, I know what these both seplls are. I was curious about the synergy between them.
I understand your point, and I agree that swarm is a nice delaying spell. But how is this combo (with undead archers) different from using swarm with any other deadly missile attack? Like for example "normal archers with fire arrows"/"swarm" combo?
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Because it's not always possible to use normal archers when advancing into enemy lines... disease, gold, morale, food supplies. Also not every nation has access to fire mages which can provide their archers with fire arrows.
On the same note not every nation can acquire the undead archers easily.
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