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February 6th, 2007, 12:07 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Assasins
I often place and/or script my assassins, especially if they have something worthwhile to do different from the default. e.g. ninjas.
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February 6th, 2007, 08:47 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
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Re: Assasins
Assassin + skull charm ; set to the rear
You start the fight with a longded, so even if the target as rander attack, spells, or is flying, itwill often target the longded.
And each round after that one more longded for only 5 fatigue (item spells only cost 5 fatigue points)
Even better when you use the skull helmet (give the spell raise skeletons)
If your assassin got the "quickness" heroic ability, it can use the item more often (yes, quickness still works in dom3 for item spells). Just give him some reinvigoration so he don't get tired too fast.
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February 6th, 2007, 02:57 PM
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Major General
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Re: Assasins
Quote:
Jack_Trowell said:
(yes, quickness still works in dom3 for item spells).
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Ahhhh, this little gem I missed. I assumed the quickness nerf applied to item spells as well. Good to know.
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February 6th, 2007, 04:31 PM
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Shrapnel Fanatic
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Re: Assasins
extra attacks help alot. Also items which will attack on their own such as dancing trident, stone dove, and spirit helm
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February 6th, 2007, 07:52 PM
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Major General
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Re: Assasins
An Empoisoner... yes, back, especially if you're going to skellispam. Assuming he's not some weirdly heroic Empoisoner kitted out for hack and slash...
I've not found Star Children to be all that reliable as assassins, 'tho; the single Mind Blast is resistable and not especially lethal when not combined with other attacks to take advantage of the short paralysis. It's especially bad news if you end up trying to assassinate a skellispammer.
Should be noted that the etherealness of Elludian Stalkers is not associated with a Cloak of Shadows -- it's built into the unit type, so you can give them decent protection, resistance, or damaging-aura armor and keep etherealness. Or at least that's how it worked last I checked them. Nasty.
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February 7th, 2007, 10:02 PM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
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Re: Assasins
Quote:
Gandalf Parker said:
extra attacks help alot. Also items which will attack on their own such as dancing trident, stone dove, and spirit helm
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Are you saying that items that attack on their own do it twice when the owner is under quickness?
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February 8th, 2007, 12:00 AM
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General
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Re: Assasins
Quote:
Gandalf Parker said:
extra attacks help alot. Also items which will attack on their own such as dancing trident, stone dove, and spirit helm
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Will the dancing trident and stone dove work for a size_6 unit which is trampling size_2 units on the battlefield?
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February 6th, 2007, 11:05 AM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Assasins
Are you sure that placement affects assassinations?
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February 6th, 2007, 12:05 PM
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Second Lieutenant
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Join Date: Oct 2006
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Re: Assasins
Yes , but it has less effect in term of distance that in a normal fight.
By putting a ninja in the rear, a mounted commander will advance without being able to hit the ninja in the first round. Then the ninja act, having first strike (shuriken usually).
Without this, a mounted commander has enought action points to charge in the first round.
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February 6th, 2007, 12:58 PM
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Second Lieutenant
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Location: Argentina
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Re: Assasins
an empoisoner or a starchild always back right?
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