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Dark
Mana Channelers
Mana Addicts
Wizard King
Tome of Pyromancy
SUMMON LESSER MAGMA SPIRIT creates a tier 1 rank 3 battle mage, that evolves into a tier 3 unit upon hitting rank 4. With this you can get several tier 3 units within the first ~10-20 turns.
The other less obvious "issue" with elementals is that they don't benefit from your racial blessings/traits. So if you did all kinds of cool stuff like load your race with astral blood, keen sighted, etc etc etc, elementals simply do not benefit from racial bonuses.
Yeah, I did this with High culture and fire elementals. they were being summoned in as T3 full elementals and got all the battle mage benefits from my faction. They were pretty devastating.
You can also do this with specific elementals by getting a rank up by role instead of from mana channelers. For example, Mana Addicts gives a +1 to battle mages, so Fire Elementals specifically will work, but not others.
Floral Stinger, the Divine Bacon vendor stall, Living Vines, Amplification Pylon, Totem of the Wild, Explosive Manifestation, Astral Reflection, Earth Titan.
The lower tier stuff mostly helps a bit with turtling on the battle map and is decent at helping ranged damage dealers stave off melee attackers.
Explosive Manifestation is AoE damage disguised as a summon spell.
Astral Reflection is a game ender, if you pumped up a hero the right way, and built up the mana income and ccp to copy them several times each battle,
Earth Titan is a simple, but brutal tier 5 summoned shock unit, if you go hard enough into materium affinity to be able to get the tome.
Zombies, zombie explosions and mass revival of undead also have the battle summons tag, but I doubt Mana Channelers will help with the souls economy.
If you want to actually field magic origin units in your armies, you should have at least a bit of shadow affinity, to get to Shadow Binding (40 accumulated) for -20% upkeep reduction, and you want a solid mana economy, so you probably want a bunch of astral tomes with conduits as special province improvements.
For actually getting all those conduits built, you probably should also get Transmutation for Transmute Resources, the one materium spell, that every astral mage should have in their scroll cabinet.
The best thing about summoned units: You don't have to walk them in from whatever city had the draft capacity to recruit them, you can just pop them right into your army to close gaps and keep cruising.
Can you help me understand the math here? First off -20% from empire trait with hero -20% to me is -40% when added together. But even if -20 and -20 added up to -60, I also heard that there is a hard cap of -50%.
Yeah but isn't the limiting factor in combat not the mana, but the casting points? That's another reason I really don't like mana channelers - neither does it affect upekeep which is the real limiting factor for persistent troops, and in combat troops you're actually limited by casting points, not mana. Upfront mana cost being reduced by 50% is simply not that appealing to me. It's something, but it doesn't get to the bottleneck of upkeep or casting points.
Easy math 100%-40% is 60%. She didn't say it reduces upkeep by 60%, she said it reduces the upkeep TO 60%.
Take Shadow Binding on top, and get to 50% upkeep, because of the cap.
Right, thanks for pointing that out. I definitely misread to not by.
You guys continue to overlook some good points I made earlier though - elementals don't benefit from racial traits, and mana channelers reducing mana doesn't get to the heart of upkeep nor combat casting points.
Gist of it, if you put attention to it, you can rip that CCP bpttleneck pretty wide open pretty fast.
The upkeep can be reduced to 50%, and mana,... well either you have it, or you salivate about stacking even more enchantments onto your High culture archers and don't have it.
The way you get it, I pretty much already outlined above.
If you don't want to go all in on mana ramping, Pyromancy has a pretty solid Forester special province, that produces a bunch just from being surrounded by a lot of forests. It doesn't have the epic potential of full condo development projects, but it must be the most efficient way to get an OK-ish mana flow fast.
Bulk mana is already the easiest resource to correct, and choosing mana channelers to addres that resource doesn't seem prudent to me. There are bigger fish to fry so to speak in terms of mana upkeep or CCP.
And if its so easy to produce mana, why are you so worried about mana upkeep? Summon in a few units for a battle, and disband them, when you no longer need them. Saves you a lot of running to and fro your cities to heal and replenish ranks.
That said, I also currently don't use Mana Channelers, but you seem to have a bias against summoning overall, which I don't share.
Ah but you're making a really fundamental mistake. I said it's easy to produce bulk mana, but I never said it's easy to maintain mana upkeep. That's why I love picking the rune trait that reduces enchantment upkeep for example, but I will avoid bulk mana discounts like mana channelers.
You need to think carefully about the difference between the two and if you don't understand the difference between the two, it's you who has the problem of speaking from theory.