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  #1  
Old November 6th, 2007, 06:11 PM

Aezeal Aezeal is offline
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Default Re: Q about blessings

my options as I see it now war

imp cyclops E9N6
dom 5
order 3
prod 3
cold 3
growth 1
misfortune 3
drain/magic 0

OR

imp son of fenrir W9N6
dom 6
order 3
prod 3
cold 3
growth 1
misfortune 3
drain/magic 0

SO it's W9 and dom 6 or E9 and dom 5
all other things equal (son of fenrir and cyclops both reasonable combattants with the cyclops having the best equip options (the whole set of 7) and son of fenrir near 0 (only 2 misc)
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #2  
Old November 6th, 2007, 06:19 PM

Shovah32 Shovah32 is offline
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Default Re: Q about blessings

go with the E9. The extra defence from water is worth almost nothing when swarmed(which happens alot to size 6 units) where-as the protection bonus and the ability to never tire make E9 extremely useful.
W9 will boost your killing power a little, but it's surviving+the cold aura that makes Niefels great.
An E9N4-9 Niefel Giant is extremely hard to take down and certainly much harder to take down than a W9N4-9 giant. In the long run, due to the survivability, the E9 giant will also probably do more damage.
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  #3  
Old November 6th, 2007, 06:19 PM

thejeff thejeff is offline
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Default Re: Q about blessings

The extra attacks aren't a big deal for the giants. The cold aura really does most of the damage. Since they're so big, they are easily swarmed so the Earth does a better job keeping them alive.

The reinvig is very nice for the Jarls, too.

As a side benefit, Earth is a path you don't have natively, so getting it on your pretender is a nice bonus (hammers), while you've got plenty of water mages.
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