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June 19th, 2007, 06:08 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
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Re: Turn 2 Pretenders
Whenever I try expansion pretenders they always end up taking some weak hit and getting an affliction. I have pretty bad luck with afflictions, is there a way of reducing the chance of an affliction?
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June 19th, 2007, 06:13 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Turn 2 Pretenders
Take a tougher pretender or wait until they have some equipment(E9 cyclops, PoD with shield ect).
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June 19th, 2007, 06:38 PM
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Second Lieutenant
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Join Date: Mar 2007
Location: Holbrook,AZ
Posts: 456
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Re: Turn 2 Pretenders
Ways to reduce afflictions:
If you give your pretender dominion 9 or 10 you get Awe ability which is the best defense.
Pretenders with regeneration have less chance of gaining aflictions (Wyrm,great mother)
magic path of Air 1 allows you to cast air shield which is very effective combined with Awe and fear.
High Earth path gives high protection.
Also, makes sure you have at least 1 candle of dominion in the territory you attack to gain extra health effects. The more hits you have, the bigger the hit has to be to cause afflictions.Do not attack territory with negative or severe negative dominion without equipment and or buff spells.
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June 19th, 2007, 08:15 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Turn 2 Pretenders
Regeneration is the only effect that directly impacts whether you take an affliction or not.
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June 19th, 2007, 09:37 PM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Turn 2 Pretenders
Quote:
Rytek said:
Also, makes sure you have at least 1 candle of dominion in the territory you attack to gain extra health effects. The more hits you have, the bigger the hit has to be to cause afflictions.Do not attack territory with negative or severe negative dominion without equipment and or buff spells.
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It's the territory you're attacking from, not the territory you're attacking, that determines the dominion HP boost/penalty.
__________________
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http://z7.invisionfree.com/Dom3mods/index.php?
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June 19th, 2007, 11:03 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
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Re: Turn 2 Pretenders
Quote:
vfb said:
It's the territory you're attacking from, not the territory you're attacking, that determines the dominion HP boost/penalty.
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Is that true? That makes a big difference.
Does that apply for immortal ressurection?
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June 19th, 2007, 11:35 PM
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Sergeant
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Join Date: Apr 2007
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Re: Turn 2 Pretenders
I believe vfb is correct. Pretender (and prophet) HP are determined by the province that they are attacking from. So if your pretender teleports from a dom +10 prov into a dom - 10 prov he will fight with max HP.
However, magic resistance (and perhaps some of the other stats) are immediately scaled according to the dominion of the province that the fight takes place in. So teleporting into a dom -10 prov is risky if you suspect the presence of mages.
And no, it does not apply to immortal resurrection. If an immortal dies attacking from a province with + dom into a prov with - dom, he will not be resurrected.
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June 20th, 2007, 12:17 PM
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Second Lieutenant
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Join Date: Mar 2007
Location: Holbrook,AZ
Posts: 456
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Re: Turn 2 Pretenders
Well, that is good to know. I hadnt ever noticed that before!
I have been getting some results that i don't understand. for instance: I tried a titan with Doinion 10, death 5, air 4. I figured this would work just as well as the Virtue. But the titan doesnt even come close to being as effective. It even has more hits and higher defense. It has a lower Awe rating, (2vs4) and doesnt seem to hit as often.
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