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  #1  
Old October 2nd, 2007, 04:15 PM

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Default Re: MA Atlantis...am I missing something?

It seems to be map related, on some maps it can happen almost 50% of the time.
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Old October 2nd, 2007, 04:22 PM
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Default Re: MA Atlantis...am I missing something?

Astral-9/Earth-9 is probably not a good idea - AFAIK, Twist Fate can be triggered by "hits" that do not do damage, so on a high prot unit you'll tend to lose your twist fate to being hit by a rock or something.

Given the nasty situation in the water, I'd take an awake supercombatant for my God, and get the best scales I could.
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  #3  
Old October 2nd, 2007, 04:26 PM

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Default Re: MA Atlantis...am I missing something?

QM:

You may be right about sphinx, but I was looking at the 3 s. you have to take either the sphinx or the sacred statue-those are really your only 2 viable options if you want the s9 e9 n4 bless.

I like the 500 hps high protection also. And the blind. he is amphibious. Equip him with the forbidden light and teleport him into a land province in his own dominion, cast a few buff spells, summon earth power, and destroy an enemy army.

Sphinx has several late game options. Being lifeless he is immune to many deadly blood spells, drain life etc. If he makes it to the late game and you can empower him to 3 d b1 and give him soul vortex and blood vengeance he will be hard to kill.
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Old October 2nd, 2007, 04:34 PM
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Default Re: MA Atlantis...am I missing something?

high bless just isn't worth it at all. an awake SC does seem like a good option, and reasonable scales.
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Old October 2nd, 2007, 04:36 PM

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Default Re: MA Atlantis...am I missing something?

Quote:
Xietor said:
and teleport him
This is precisely the problem: he cannot teleport. Thus the sacred statue who can is a far superior choice.
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Old October 2nd, 2007, 04:39 PM

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Default Re: MA Atlantis...am I missing something?

"This is precisely the problem: he cannot teleport. Thus the sacred statue who can is a far superior choice."

That is strange. Why can the monolith teleport but the sphinx cannot?
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Old October 2nd, 2007, 04:42 PM

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Default Re: MA Atlantis...am I missing something?

Quote:
Xietor said:
"This is precisely the problem: he cannot teleport. Thus the sacred statue who can is a far superior choice."

That is strange. Why can the monolith teleport but the sphinx cannot?
Because in Dom1/early dom2 it was abused for rush strategies. Now with harder research and more troops it is likely an outdated nerf, but it still stands currently.
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Old October 2nd, 2007, 04:51 PM
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Default Re: MA Atlantis...am I missing something?

A bit sad the sphinx cant teleport.

I came up with:-

S9/E9 Sphinx, dom 5, imprisioned, order-3, prod-3, heat-3, growth-2, misfortune-3, drain-2.

Remember your bless will be used later on with plenty of thug consorts. Also via sacred shroud (also cheap and cheerful), you can confer the bless to any of your units, including mages. Even 0 protection units, as you can have boots of the stone for the protection. Those kings of the deep will make excellent thugs with shroud + boots of the stone.

Its the sheer number of thugs you could have by mid game that makes MA Atlantis fun. The kings of the deep will be teleporting thugs with astral randoms. Fire randoms, fire shield or phoenix pyre. Earth randoms, invulnerabilty.

Consort thugs, early game, kings of the deep thugs mid/late game.
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Old October 2nd, 2007, 04:53 PM

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Default Re: MA Atlantis...am I missing something?

As Archeo and Dr. Praetorious say, blessing doesn't seems as good of an option as an early combatant of some sort. Personally, I favor a Wyrm with earth.
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  #10  
Old October 2nd, 2007, 05:24 PM
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Default Re: MA Atlantis...am I missing something?

Quote:
Xietor said:
"This is precisely the problem: he cannot teleport. Thus the sacred statue who can is a far superior choice."

That is strange. Why can the monolith teleport but the sphinx cannot?
Size, I believe. could be balance.
Either way its not a bug, its WAD.
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