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Old July 6th, 2004, 01:14 AM
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Daynarr Daynarr is offline
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Default Re: Petition to Save the Moloch!

Just because you don't know how to use him doesn't mean he can't be used as SC.

And, btw, he has far better combats stats then LoD. Unless you don’t consider 20 vs. 15 attack (not counting fire bonus), fire immunity, ambidexterity and fire magic (which is far better in combat then death) an advantage. The only combat advantage that LoD has is better fear. Take out imps and you will get and UBER pretender with BEST combat stats in game that EVERYONE will use.
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Old July 6th, 2004, 01:34 AM

Vynd Vynd is offline
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Default Re: Petition to Save the Moloch!

I'd like to see the Imps removed. If the Moloch is too strong without the Imps, then take away the Imps and make him weaker as well. But it's just weird to have him handicapped by something that is supposed to be an advantage. Weird and confusing.

As for the idea of using a mod that removes the Imps, that's only really practical if you're playing with a group of friends. I pretty much just play in games that get started on this forum. What am I supposed to do? Say, "I'll join as Ulm. Here are the mods I expect everyone to use."
  #3  
Old July 6th, 2004, 02:22 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Petition to Save the Moloch!

Quote:
Originally posted by Daynarr:
The only combat advantage that LoD has is better fear. Take out imps and you will get and UBER pretender with BEST combat stats in game that EVERYONE will use.
The prince of death also has the advantage that he has has an encumbrance of 0, which is extremely useful, and allows him to wear any piece of armour that he could ever want.

The Moloch didn't generate Imps in Dominions 1, there he actually had a command to summon devils, and he really wasn't that overpowered. He also is currently just a bit beefier Version of an archdevil.
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Old July 6th, 2004, 04:08 AM

Norfleet Norfleet is offline
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Default Re: Petition to Save the Moloch!

Quote:
Originally posted by Daynarr:
And, btw, he has far better combats stats then LoD. Unless you don’t consider 20 vs. 15 attack (not counting fire bonus), fire immunity, ambidexterity and fire magic (which is far better in combat then death) an advantage.
These certainly account for his 25 extra points in cost, but Imps make this little edge useless, since all you have to do is kill the stupid imps, and they practically beg for it, flinging themselves into the enemy like that, and the Moloch is gone, possibly dead, if you planned it.

As for Fire Magic being better in combat than Death, that's debatable. Fire has Phoenix Pyre and Fire Shield, which are certainly neat...but Death has Soul Vortex, which allows the aspiring SC to both damage his enemies in a radius, and alleviate the need for a lifestealing weapon.

Fire certainly has excellent artillery spells, but this is useless for an SC, unless your intent is to use the Moloch as an artillery caster, which is something he can do well, but makes his combat stats mostly irrelevant in that case. Besides, Death has Drain Life. The PoD set for drain life/summon chaff will be far more effective as an anti-SC duellist than the Moloch will.
  #5  
Old July 6th, 2004, 04:20 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Petition to Save the Moloch!

Quote:
Originally posted by Norfleet:
Fire certainly has excellent artillery spells, but this is useless for an SC, unless your intent is to use the Moloch as an artillery caster, which is something he can do well, but makes his combat stats mostly irrelevant in that case.
Well, with fire 9, he can do both, thanks to the huge fatigue reductions he will experience. Try Phoenix Pyre, Heat from Hell, Firestorm, Flame Storm, Flame Storm, attack. Admittedly, he may go unconscious at some point, but all you need there is someone to cast relief or for a lifestealing target to show up close to him.
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Old July 6th, 2004, 04:36 AM

Norfleet Norfleet is offline
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Default Re: Petition to Save the Moloch!

Quote:
Originally posted by Graeme Dice:
Well, with fire 9, he can do both, thanks to the huge fatigue reductions he will experience. Try Phoenix Pyre, Heat from Hell, Firestorm, Flame Storm, Flame Storm, attack. Admittedly, he may go unconscious at some point, but all you need there is someone to cast relief or for a lifestealing target to show up close to him.
Yes, once you have relief, if you feel like towing a little flying minion to relief you, that's always an option, but a mage in the back won't solve your imp problem, and the troops that can both keep up with the Moloch in flight and not be annihilated by this kind of abusive behavior tends to be limited to Devils and Iron Dragons. Or maybe some more imps leftover from an HfH.

No one's arguing that the Moloch makes a fine devil commander, though. Hmm....

You know, the Lord of the Night doesn't rout which his fiends bite it. I wonder if the Moloch would still rout if he were commanding devils, the Imps died first, and then the devils died?

[ July 06, 2004, 03:39: Message edited by: Norfleet ]
  #7  
Old July 6th, 2004, 05:33 AM

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Default Re: Petition to Save the Moloch!

there really is no use arguing that "he can still be useful in combat you dont know how to use him" because the imps *are* supposed to be a benefit but are really a hindrance because the Moloch routs AS SOON AS they die and they die fast because they fly and enter combat immediately and are weak.

the only thing that needs to be done is code the moloch not to rout when his imps die, that is it!
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