Dominions 6

Dominions 6

junkmail4mjd Feb 29, 2024 @ 6:30am
Good bless combos
Anyone know any blesses that go good together? Also how good is quickness and slowing weapons together?
< >
Showing 1-12 of 12 comments
joiss90 Feb 29, 2024 @ 8:53am 
Fear/Dread + Awe is a quite expensive but also very good combination
Fear/Dread reduces enemy moral and will eventually make the enemy rout given enough time. Awe makes your blessed units stick around longer to make fear work by requiring melee attackers to pass a moral check (and fear lowers their moral)

Of course it is terrible against mindless or berskering units as they have perfect moral and are thus unaffected by both effects. Also keep in mind that awe provides no protection against archers/crossbows which can be an issue if your sacred units does not have good enough protection (or shields)
Last edited by joiss90; Feb 29, 2024 @ 8:53am
Draken Feb 29, 2024 @ 9:10am 
Blood Bound works very well with some healing. So Regeneration or Enchanted Blood.
Mali Belizec Feb 29, 2024 @ 2:18pm 
Enchanted blood + undaying works well.
Emphyrio Feb 29, 2024 @ 2:38pm 
Enchanted Blood seems to be popular but it doesn't sound very good to me. It's only .5hp per turn and most fights don't last very many turns. Using the same points for a +4 hp bless is probably more useful, though i admit less cool.
Draken Feb 29, 2024 @ 2:47pm 
Originally posted by Emphyrio:
Enchanted Blood seems to be popular but it doesn't sound very good to me. It's only .5hp per turn and most fights don't last very many turns. Using the same points for a +4 hp bless is probably more useful, though i admit less cool.

It's only a little bit of healing, true, but that little bit can go a long way in certain situations.
Like when you have undying and end a battle on negative hp.
Or when you have Blood Bound and all damage is shared with other units in an area, leading to a lot of units regenerating 0,5 hp each turn. If you have 30 sacreds regenerating 0,5 hp a turn, that's 15 hp a turn.
Or if you have a sacred with already fantastic defenses that only gets 1 to 2 points of chip damage every couple of turns.

It's definitely not regeneration, but a good cheap alternative that has it's own use cases.
nicknight7 Feb 29, 2024 @ 8:43pm 
Undying 4x + Enchanted Blood is also basically just +8 HP at a minimum, likely more due to regen (even if only 1-3 more usually for human dudes in combat), and to top all that off enchanted blood gives +1 MR to boot.

I've yet to see Enchanted Blood in a game without being comboed with Undying, just because of how potent this combo is for HP (which is probably -good- because when was the last time you ever saw someone take the HP bless?)
fuod Feb 29, 2024 @ 10:48pm 
I like the attack skill in fire. Most other offensive blesses work well with it in my experience.
boozermonkey Mar 1, 2024 @ 12:45am 
Originally posted by Emphyrio:
Enchanted Blood seems to be popular but it doesn't sound very good to me. It's only .5hp per turn and most fights don't last very many turns. Using the same points for a +4 hp bless is probably more useful, though i admit less cool.

It heals the bleed effect, which is typically a death sentence if a unit gets it. It’s a very cheap minor regen, which is very nice and is not incarnate I believe.
Last edited by boozermonkey; Mar 1, 2024 @ 12:46am
The old traditional bless for giants are Hard skin for extra protection and regeneration for restoring the trickle of damage that still goes through. Add Larger on top of that for more HP and thus extra regen and you are golden. Kinda expensive though.
TheMeInTeam Mar 1, 2024 @ 12:04pm 
Originally posted by Emphyrio:
Enchanted Blood seems to be popular but it doesn't sound very good to me. It's only .5hp per turn and most fights don't last very many turns. Using the same points for a +4 hp bless is probably more useful, though i admit less cool.

By itself, not so good. However, alongside undying, it allows living units in negative hit points to heal back past 0 and survive fights. Since neither of these are incarnate, it can be useful. They tend to get scuffed by afflictions, but nations like Pangaea might not care about that much.

Some other useful combos:

- Awe/fear got mentioned. Attack skill + fear or dread follows a similar principle (lower morale, which makes repel work better). If you go for it, you probably want it on a chassis that can repel...
- Def + 5 and blur: both non-incarnate, and effectively adds more defense skill in practice.
- Quickness + weapon bless on sacreds with 2 or more attacks - you're fishing more rolls/chances for the bonus effect to kick in. Ideally, that bonus effect is useful against what you're hitting.
- Attack skill + weapon bless for obvious reasons as well, but again situational because whether the weapon bless helps is situational.
- Attack skill + blood surge (for stuff like sacred cav) - lance charge into better stats.
- Reinvig x5 + blood surge - If you can get away with this in early game, living mages can become obnoxious under rigor mortis. If Yomi can fit this in, their guys can operate under rigor even w/o benefiting from soul vortex. Rigor behind a pile of freespawn chaff with a couple guys that won't stop moving still casting magic is really dangerous for a lot of doom stacks.
Last edited by TheMeInTeam; Mar 1, 2024 @ 12:07pm
adam Mar 2, 2024 @ 6:48am 
The Etherealness and fireshield is great combo. This harms the attacking units even if they miss or have their attack negated 75% of the time for non magic weapons. This also gives your pretender powerful astral magic which can be an easy win condition late in the game with Arcane Nexus, Wish, etc. The Divine Glyph is a good pretender to pick for this.
Ica Mar 2, 2024 @ 1:27pm 
Originally posted by TheMeInTeam:
Originally posted by Emphyrio:
Enchanted Blood seems to be popular but it doesn't sound very good to me. It's only .5hp per turn and most fights don't last very many turns. Using the same points for a +4 hp bless is probably more useful, though i admit less cool.

By itself, not so good. However, alongside undying, it allows living units in negative hit points to heal back past 0 and survive fights. Since neither of these are incarnate, it can be useful. They tend to get scuffed by afflictions, but nations like Pangaea might not care about that much.
Also, importantly, the units keep healing for a while after all the combat is over. Though the regeneration may be too slow to help the units during the fight if they keep taking damage, it is enough to get them back to positive hitpoints from even quite deep negatives (with undying).
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Feb 29, 2024 @ 6:30am
Posts: 12