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| Berytos for the Brain-dead | |
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| Tweet Topic Started: Sep 12 2013, 04:46 AM (22,968 Views) | |
| TheAmazingPeanut | Sep 23 2013, 05:17 PM Post #31 |
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Troll
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From what I've seen Blood Vengeance doesn't work like it does in Dom3, at least from the blood bless. Instead it just deals damage based on how much damage the unit took, rather than preventing you from getting damaged at all. So really it's more like Blood Vengeance now than Blood Judo like it was before. It might ruin enemy melee troops and mages, but only as ruined as your guys get. |
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| Ohlmann | Sep 23 2013, 05:55 PM Post #32 |
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Dom 5 Beta Team
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Well, Colossi are very good at taking hit, have quite a bit of hp, and are a bit lacking in the offensive department. And the Melquart with some regeneration item love blood vengeance too. |
| Worthy Heroes - UW Expanded | |
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| pyg | Sep 23 2013, 09:45 PM Post #33 |
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BANNED USER
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Well here is a fairly obvious expansion party: 3 Colossi Warriors and 2 War Elephants in Line formation on Attack (or something to keep them together until contact), lead by a Berytian Priest slightly behind or in the formation on Bless * 5. This can take almost all the easy indies. Occasionally you will lose an elephant and even then it still works pretty well. 460 gold 116 resources and assuming at least a high E, D, or N or similar bless. Scaling this up slightly can probably take anything size 3 and down. |
| Pygs are mad for flying! | |
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| Poldarn | Sep 24 2013, 05:19 AM Post #34 |
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*Spicy* Crew
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Pretender: Lord of Rebirth, sleeping E4N2S5D3 Dom6 O3P0H2G3L1D2. This fills all major holes in the magic diversity, the minor blesses provides the Colossi with some minor recuperation, and comes out early to site search. Allows crystal items, bootstrapping into D You will need RoW+RoS to get A4, Staff of Storms If you are fine with no N/D access, get your favorite flavor of the Titaness. Expansion: Colossi, colossi+Elephants, Colossi+archers. Priority on coastal forts. Midgame: Research with Sages. Beeline Evo5 (Storm), manual site search, start blood hunting. Midgame troops: Colossi armies backed by archers. If you need more troops, stick to javelineers, or elite infantry if MM1 is OK. Raids with Storm Callers and your preference of Size2 infantry. Midgame Magic: acid, lighting, cold Evos by the storm callers. Sabbath Communion to get Storm up to use your navigators and A1 sages. If opposition has low prot and no air, cast Fire Arrows with sabbath. Paradrop Queens with Earth Boots to cast Rain of Stones. If you can start blood hunting early, and finish your first war early, go for Soul Contracts. Late game: Melqarts and more Melqarts. Equip with regen and recuperation equipment, a helmet and let go. Use gems for troop summons instead, unless it is storm demons. your damage dealers are mages and archers. Storm Demons vs. Shedim. You need cap-only mages to summon Storm Demons (A2B2). The Shedim might be more expensive, but if you have wasteland, it offers lower opportunity cost (3 for 32, not 1 for 7) for more hit points. |
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| Taragarth | Mar 19 2014, 06:07 PM Post #35 |
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*Spicy* Crew
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Pretender: Titan of the Heavens (Zeus), Imprisoned A5E2S5B5 Dom6 O3P1H2Misfortune2 This gives you the scales for a sustainable economy that can build lots of infrastructure. Moreover, Zeus is built to be able to forge the big boosters when he comes out, up to and including the Robe of the Magi. He can also cast wonderful globals, and with some equipment and research becomes a horrifying SC in his own dominion. I find Berytos' regular army to be quite effective. The 'normal' Berytian soldier has a defense skill of 15, and your archers are quite massable. The soldiers are good blockers against other infantry and even do well against EA indie cavalry with their lackluster attack skil. I consider the other units 'counter-units'; lancers against archer hordes via flanking, elephants for big sacred stuff, longspearmen versus national cavalry (centaurs *slaughter* your regular infantry). The skirmishers (javelin and spear) are useful as slightly effective chaff and siege fodder. |
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| ZebioLizard2 | Mar 25 2014, 04:19 PM Post #36 |
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Tartarian
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What is some good magic to queue up for Berytos for the battlefield? |
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| Ohlmann | Mar 25 2014, 04:37 PM Post #37 |
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Dom 5 Beta Team
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Thunderstrike at Evo 4, usually. Alteration tend to pay off even better (what with all the nice buff you can have with your stormcallers), but significantly later. Flaming arrow at ench4 is not a stupid option. (I hope nothing have happened to Taragarth. He is dining for 5 day straight) |
| Worthy Heroes - UW Expanded | |
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| Taragarth | Mar 28 2014, 02:42 PM Post #38 |
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*Spicy* Crew
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Hehe, I was teaching and preparing and getting to bed early. I was also heading out to test my Berytos build in MP, but then that never happened. Anyway, besides Thunderstrike, your W3 Stormcallers can also cast Freezing mist. When spammed, its quite effective. I use Stormcallers as my main battle mage, but don't forget that Evo 4/5 also gives Hurricane. Spamming an enemy with that can be quite crippling. I usally try to mass Stormcallers and have them cast Freezing Mist/Thunderstrike, which is all the evocations you'll ever need unless facing giants/knights/other elites. Then, Orb lightning is very useful. There's also Wind Guide and Storm to consider, and with a booster, Trade Wind. Berytos benefits greatly from focused air evocations, and whilst researching that you also pick up a slew of useful spells for your Brides to cast when they're not out doing ritualist stuff. Have a few Brides in cloud-trapezing 'commando' roles though, you'll find them to be a surprise from enemies who think you're only spamming lightning. |
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| Braineater | Mar 29 2014, 05:41 AM Post #39 |
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*Spicy* Crew
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I want to add my own experience of fighting vs. Berytos as Marverni. My foe's strategy was apparently to research Flaming Arrows as fast as he could, hire all kinds of shortbow archers, and use his 'King of the City' (national hero ?) or a 'Bride in Waiting' to cast flaming arrows at beginning of each battle, while rushing my territory. This worked very well at annihilating my troops. He later added a second mage (Stormcaller or something like that) to cast 'Wind Guide' at beginning of battle, and his forces became even better at annihilating my forces. |
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| Zonk | May 21 2014, 05:20 PM Post #40 |
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Dom 5 Beta Team
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Gave the nation a somewhat extended try in SP. Some thoughts: 1)You can trace income to forts through oceans! That wasn't obvious, as it's not in the nation desc (unlike LA Marignon). Makes sailing amazingly good. 2)I went with N9E4 Statue of Fertility, which made the colossi warrior pretty strong - but of course, still limited in quantity and not being able to sail (though they're mapmove 3 at least). That also works great for thugging Melqarts/Brides, no? 3)I found myself using blood priests instead of sages for research. I think the gold cost for research point is about the same and they're a bit more versatile in that they can sacrifice, build temples, preach, blood hunt...if there's need to. 4)Never recruited a single Lancer (as someone said, one attack cavalry doesn't sound so good, though I guess they have a role?), otherwise I used lots of archers + heavy spearmen blockers and some colossi (very basic strategy, I know). 5)If the coastal income bonus is multiplicative with scale bonuses, perhaps an all-scale build could be worth it if there's enough coast around? Also, if the bonus is multiplicative, could it be worth to use Trade Wind? Need an A4 for that, though (so an EXTREMELY rare A4 bride or forge an expensive booster with pretender? Sounds risky..) |
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| symbot | Nov 5 2015, 09:10 PM Post #41 |
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Markata
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I can't figure out what is meant by the storm caller's "summon hail storms and lightning upon enemy fleets and coastal cities". How do you make them do it? |
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| Red_Rob | Nov 6 2015, 01:25 PM Post #42 |
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Dreamer of Dreams
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I think it's just fluff for the fact they have Water and Air magic. They can certainly cast the spells Lightning Bolt and Hurricane, which mimic those effects pretty closely. Nothing in Dominions can interact with fleets, as sailing movement occurs during the movement phase. |
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| dyslexicfaser | Nov 7 2015, 09:07 AM Post #43 |
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*Spicy* Crew
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By the by, I'd say Conjuration just got much more attractive for Berytos. Unless you don't WANT F2A4W4E3D2 mastersmith SCs, for some reason. It's a damn shame about the Telkhine's Malediction and Berytos's Brides-in-Waiting lacking any N for Purify Blood or Serpent's Blessing, though. Having an easy Storm/Dark Skies guy leading your Mage Pilots would be swell. |
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| Rhavviepoodle | Nov 7 2015, 01:58 PM Post #44 |
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*Spicy* Crew
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I didn't really consider the telkhines SCs for some reason. I guess they just seem too costly to risk on that type of thing to me. More than that, being master smiths and powerful mages gives them plenty of utility outside of combat. Melqarts, on the other hand, don't have a whole lot of use outside of combat. They're also sacred, which means they can benefit from specific blesses. But ultimately, I feel a bit more comfortable risking Melqarts because they cost slaves rather than gems. At the end of the day, those just seem a lot easier to get. |
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| dyslexicfaser | Nov 7 2015, 05:39 PM Post #45 |
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*Spicy* Crew
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Melqarts are B3s with +3 blood searcher. Much less necessary in a nation with B1 priests (even if 140g is fairly expensive) compared to Hinnom, but still, it's not nothing. That said, I agree they are much more expendable than Telkhines. |
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1:02 AM Jul 11