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| The Thread of Many Questions | |
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| Tweet Topic Started: Sep 2 2013, 05:52 AM (51,369 Views) | |
| Morsigil | Jul 27 2016, 06:09 PM Post #466 |
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*Spicy* Crew
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Anti-Magic + a horde myrmidon's and cardaces + lots and lots of stellar cascades via lotns Failing that, Anti-magic + Hordes of indie shortbows and blockers + Flaming arrows. If you can get a horn of valor for your leaders, crown of command, that sort thing, that would be helpful in making sure they don't break when they take damage. |
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| Sai | Jul 27 2016, 09:09 PM Post #467 |
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Trust me, I'm a doctor
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You can use both in conjunction, actually, and they work well together. SC spam works better when you have something to do the actual killing, and flaming archers will kill much faster than an infantry line on its own. Even before the units fall unconscious, though, they'll already be much more susceptible to crits from their fatigue, which means that even relatively high prot units will start dying from the flaming arrows. |
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| Morsigil | Jul 27 2016, 10:52 PM Post #468 |
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*Spicy* Crew
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Definitely. I shouldn't have presented it as an either or, because I used both as EA TC against Lanka... less stellar cascades though, because I had W9 wot5e and river demons in the mix who did plenty of damage. |
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| entropius | Jul 28 2016, 02:50 AM Post #469 |
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Markata
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Won't the Lankan fire-vulnerable demons burn forever and eventually die despite regen if ignited in neutral temp scales or hotter, like Niefel Giants? It seems like Heat from Hell, flaming-arrows salvos, or even summoned fire elementals might prove useful against them... Barring that, it's not unreasonable to make a few Amulets of Antimagic or Rainbow Armors for casters that will be using evocations, if you have any. As far as "stellar cascades + blockers", you might use summoned blockers that have both higher MR and are more killy than cardaces. If you have the crosspaths for Hidden in Sand, it might be amazing, with stacked heat auras plus the raw power of the summons. If not, summoned elementals, trolls (from Troll King's Court), or any other high-MR summons can do the job. Give them Antimagic and other buffs, saturate the enemy front lines with Earth Meld and Cascades, and let them go to work. |
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| KoboldLord | Jul 28 2016, 11:54 AM Post #470 |
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*Spicy* Crew
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Lanka's cap-recruit sacred demons do not have fire vulnerability. Some of their summoned sacred demons do have fire vulnerability, but if they are up against a fire-using opponent they can just not use those particular sacred demons. Their non-fire-vulnerable blood summons are plenty good enough to use, too. |
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| entropius | Jul 28 2016, 01:45 PM Post #471 |
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Markata
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Certainly true; somehow I missed that asrapa don't have fire vulnerability (but that makes sense, since they're not rakshasa). I imagine it's the summons that pose a greater B9N9 problem than the cap-only recruits, since the cap-only troops are going to be inherently limited in number. |
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| BlueInstinct | Aug 3 2016, 05:32 PM Post #472 |
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Tartarian
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tnx for all the good advice, i managed to kill over 70 of his sacreds with maas stellar cascades and chaff (slingers mostly) and 2 high MR evo casters I have 1 more question: how good is solar briliance? How fast will it kill, say, an army of 500 skellys? anyone knows how many turns it takes in battle to kill a 10-12 HP undead with solar briliance? edit.: the crown of command helped immensely |
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| Ica | Aug 3 2016, 09:16 PM Post #473 |
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Tartarian
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Solar Brilliance doesn't kill enough for you to rely on it alone. An undead with 10-12 HP is unlikely to die from a single hit, especially if it has some protection. If the undead has MR 9, which is pretty standard for longdead etc, it'll take damage on average every sixth round or so. Without protection, 2-3 hits will probably be lethal. If you're facing longdead with 0 protection and 5 HP, they'll of course die way faster. It's still sometimes worth casting since it's a battlefield wide asymmetric damage spell, but make sure to have some other ways to kill undead too. I've had Solar Brilliance cast against me a few times when I played Sceleria and I don't think I lost any of those battles. |
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| Morsigil | Aug 3 2016, 09:41 PM Post #474 |
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*Spicy* Crew
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I'd make sure you're casting anti-magic if you plan on using solar brilliance, as well as maybe items for your mages to boost magic resist, but honestly I think you'd be better off just using that solar brilliance caster to cast LotNS and bring out solar rays and cleansing water en masse and spare yourself the blinded troops and mages that may occur unless facing truly ridiculous hordes of undead. |
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| BlueInstinct | Aug 4 2016, 12:20 PM Post #475 |
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Tartarian
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Hmm ok so solar b will force an mr check an if not resisted will deal damage\blind ? Will it do so every turn? You make it sound like armor is negating that dmg. Is my understanding correct? |
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| Morsigil | Aug 4 2016, 02:55 PM Post #476 |
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*Spicy* Crew
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Exactly re: the MR check. It will blind non-undead if the MR check is failed, otherwise it will deal damage if they're undead. I've never used solar brilliance, and the mod inspector doesn't state if it's an MR negates easily or a MR negates check. I would expect with your human troops that you'd get a fair number of blind troops, but if you're playing EA Arco the mod inspect says priestesses are healer 3 (for some reason I thought they were disease healers) so I'd say go nuts with the solar brilliance as long as you have enough priestesses along to mitigate the damage the blinding causes. From the Ica's post I gathered it was armor piercing not armor negating, which means it halves the prot value of the target when calculating damage |
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| Ica | Aug 4 2016, 03:26 PM Post #477 |
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Tartarian
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It's MR negates easily according to the manual and the damage is armor piercing, so protection is halved for the calculation. I'm not entirely sure if the blindness effect happens just once or every round, but the damage effect happens every round. Each round every undead unit has a 50% chance that they're "targeted". If they are, they have to do a magic resistance check. If they pass, nothing happens. If they fail, they'll probably take some damage. The base damage is 5 AP, so 10 protection (halved into 5) will often be enough to negate it entirely. In case you're not aware, damage and most other rolls work so that both sides roll 2d6 (exploding, so 6 is rerolled and added to the result), then you add the base number to it (damage, protection etc). So even if the undead has 20 protection, 5 AP can still damage it sometimes if the damage roll is much higher than the protection roll. It's just unlikely. |
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| GlointheDark | Aug 18 2016, 06:32 AM Post #478 |
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*Spicy* Crew
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I find it to be underwelming. On top of SC, you could look at things like: quagmire, false fetters, earth meld, tangle vines which will give you more time for your SC to work. confusion, charm... |
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| suppenit | Aug 18 2016, 09:47 AM Post #479 |
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*Spicy* Crew
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One of utilities of Solar Brilliance is to cancel Darkness. |
| aka olli!, bumpjack | |
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| BlueInstinct | Sep 1 2016, 09:24 PM Post #480 |
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Tartarian
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hi guys, iam back again. I lost the game to lanka but it was fun and massed stellar cascades + antimagic chuff managed to kill a substantial ammount of his B9 demons Now i have another question. In my current game my opponent (EA argatha) has had a thug (golem) with a wapon called 'The Stone Sword' wich says in the description has small area petrification. It killed a ton of my units and only because i had a crusher in front tanking it for ages i managed to finally kill it with a few lucky opposition spells (the golem had 32 MR i think). Now i have the Stone Sword but i am unsure how to use it. So what does pertification do exactly? i couldnt find anything on the net. How should i use this sword without killing myself. I am EA Arco again and we are in late game (turn 71 i think) I have golems, Earth troll kings, 2 king of elemental Fire and 5 terrasque along with lots of mages. looking foward to any help again =) cheers |
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