![]() Not going to go into it here, but these guys. One thing that bugs me though is the way the mages are structured with STR, paths, inept researcher, and cap only. Not that I'm saying this is a great nation, just that I think their expansion works pretty well even without great (really usable sacreds) or an awake expander. They didn't hurt of course, but I had no problems even with expansion groups without them. Once you get a frontline of like 10 to 20, stuff like heavy cav generally gets webbed and seems to go down pretty easily. Playing them again last night, Machaka really has no expansion problems in the early game using the Spider Knights. I don't know what Marverni's boars have on their domsummon, but it seems significantly higher. So I'm inclined to conclude that dominion strength does matter indeed to maximize Machaka's sorceresses' efficiency. At 10 candles, domsummon20 roughly has 50% chance to trigger each turn, which is what I got here. This is very close from what you'd get with domsummon20: a dominion strength sided open ended die roll with the result divided by 20. Overall, that's roughly 0.5 spider per sorceress and per turn. At 10 candles, 13 sorceresses produced 31 spiders over 5 turns. Originally posted by ÆtherNomad:Just made a quick test. Also, caelum has a wide variety of summons, even if they will generally never really use them. Another nation might be Jotunheim, for the draug, as well as their jotun wolves.Įdit2. Also, mictlan and xibalba have fairly nice blood summons as well, if you have a good enough bless. If you don't research conjuration first, you want the things in it to be very impressive, which is hard when evocations are available to the other side, and you have other nice uses for your gems and high level mages.Įdit. That basically means that if you want to research conjuration as your first school of magic, you want as many elemental mages and gems as possible, which should limit your choices significantly. Also, the greater elementals are much better than the lesser elementals. Lamashtas seem great, but can kill your own mage, and you don't own the province afterwards(at least in dominions 4). The other notable combat spell would be tangle vines, which fails against enough units in general, and archers in specific. There aren't that many of them, and elementals are the best option of what is available. I also think that having mages contribute to combat somehow is worthwhile(there are probably nations that don't have to though).īecause there aren't ritual summons that you can use to fend off a rush (barring certain nationals), and you want to research it early, you'll need to use the combat spells in conjuration. There might be some national ones though that are can fend off a rush, or contribute enough to win your first war. ![]() I'm fairly sure that there aren't ritual summons that you can use to fend off a rush before conjuration 6 (6 being for access during the rush, I think you might be able to get to 6 with awake researcher, 5 otherwise), without using another school of magic. Looking at the conjuration tree, the best spells in it are the boosting spells, as well as summoning elementals. These can really make your battle go a lot better.Well, my thoughts are that for the school of conjuration, if you research it later, it needs to be very impressive/efficient, and if you research it early, you need it to be worthwhile to fend off rushes. Fog warriors, Marble warriors, Mass protection, Quickness, etc. otherwise you are leaving money on the table.Įither figure out a plan for empowering or figure out what you can summon every turn that will use gems, save money (summons don't cost anything after initial cost) and will be able to either be used for damage dealt or as great meat shields to keep your good, good mages safe.Īlso figure out any battefield spells that you can get off. Oh my gosh, elementals!!! they are so good!! SO SO GOOD! DO NOT UNDERESTIMATE!!Īlso find a way to use all of your gems. Summons assuming your nation has access to good ones (Shikome, Sow Dragon Teeth, Se'ir)Īlso I'm a mean person, so I spam population killing remote spells on people's cap to deny recruitment of cap only stuff. ![]() Priority is research items, fatigue reduction, supply generation, siege bonus, and thug items for thugs Never forge items unless you have a specific use for them. Originally posted by Rango:Battlefield spells and buffs ![]()
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