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communions are really good. read that link he posted.
ring of wizardry/socery have drastically went up in price since the last game but they are still increadibly strong boosters.
wish is still a wish. i mean pick most anything in the game and get it. whats not to like.
master enslave. who doesnt want to try and mass brain wash a battlefield to take all your oppents stuff.
massive undead kill spells.
arcane nexus is a game winning global.
mind hunt strats.
the easiest thing to do is just pick a astral nation and play them a bit. i dont play them but they certainly have some major advantages. not one thing i can think of as a must have in dom 4 but certainly not the worst path by any means.
1) the removal of reverse communions and buffing communions (slaves can no longer self-cast, and masters all leaving/dying incurs a large fatigue penalty) does nerf Astral (and blood through Sabbaths) from being one of the MUST HAVES late game pathes. However, Communions are still an essential component for casting high end battle-magics and enchantments most of the time. Makes things much easier when you don't have to have an extremely high path in Nature for Mass Regen for instance.
On Astral in general however (in addition to communions).
2) Mindhunts are a powerful remote and can really cripple non-astral nations, when you kit your mindhunters with penetration items (Rune Smasher/Eye of the Void/Spell Focus). If you're Arco, you can also heal your mind hunters, so who cares about feebleminded?
3) Soul Slay/Paralyze/Enslave Mind are powerful anti-thug/SC spells, with penetration (again). I had a prophetized Father Illearth with fully kitted out gear (including a number of artifacts) stolen from me before: was saddening (I also ended up inadvertently summoning the Abomination of Desolation that battle too: it got promptly paralyzed and killed by our communions). Mindburn can even suffice if the thug/SC is magical.
However, Astral has an even better anti-SC spell that's guaranteed, Stellar Cascades (irresistible AN fatigue damage). Horror Marks are also a means to (slowly) put an SC out of commission permanently (because you really need well-kitted out SC to survive assassinations by the Eater of Gods or Slayer of Heroes).
4) High end Astral spells are still fantastically potent. Master Enslave, Solar Brilliance, Will of the Fates, Astral Travel, Wish, and Arcane Nexus are all potentially gamewinning spells.
5) Golems make pretty good trampling thugs, barring the weakness to magic duel.
6) Magic duels.
7) +MR spells. Astral is the best counter to Astral after all (see magic duels).
And let's not forget "Doom", around the same level and only one pearl to cast. Curses the entire enemy army. It's good if you need to hack through a lot of chaff.
2. People are talking about strategies from dominions 3 - a different game where the 'lategame', where complex strategies involving Astral magic like master enslave teleportation traps and reverse communion suicide pyre brigades were things that would win you games in the lategame portion of big games (15+ players). It's worth noting that these strategies were largely enabled by two mods - CBM (Competitive Balance Mod) and EDM (Endgame Diversity Mod) that were hugely popular and made lategame summoned units and strategies vastly more powerful and 'epic'.
3. Again from dominions 3 the spell Wish (alteration 9) used to be important (even in dom3 it wasn't important - people thought it was and were wrong) so people would take astral 9 on their pretender to be able to cast it. This is, was, and will *ever be* a waste of points.
4. Currently Astral Magic is a decent battlemagic path, can get you Golems which are decent mages you can gear up and have them cast big astral spells that eat entire battlefields, and if spammed has a few spells that will REALLY mess up people's days (Stellar Cascades, Mind Burn), it also has great antithug magic (Paralyze, Soul Slay, Teleport). It's not the best path, but it's not the worst. I wouldn't rate it super highly though.
I would prefer to use a land nation though.
Also, I like using blessers, so one with strong sacreds would be preferable.
Speaking of which as someone who hasn't used all these lategame spells I love Astral because of Akashic Knowledge. It's Conj 6 I believe and reveals ALL magic sites in a province. This will send your gem income through the roof. And as far as I know it's the easiest way to boost your gem income. If you have an astral nation already you have to do less alchemy to get the 25 astral pearls you need for this spell. If you have no astral pearl income getting those pearls can be quite costly. For example Pythium at their starting gem income can cast it every 5 turns. A nation that starts with 4-5 gems that aren't astral could take more than twice that time to amass astral pearls.
Also astral pearls are what everything else is converted to in Alchemy. So if you want to get astrals or get something else from astrals you are only cutting your total number of gems in half through this conversion. If you have to exchange say death gems for nature gems you have to first convert to astrals and then to nature and your gems drop to 1/4 of the starting number. So it's much easier to start or end an alchemy transaction with astral gems.
Also the Theurg Communicants are pretty bad since A) they can't research when they're out of battle and B) due to how communion fatigue rules work, they take a lot of fatigue and expire fast.
MA Pythium is not a bad nation to play though, astral or otherwise. But they don't really have strong sacreds to play with.
Pyth can use astral magic, but prefers to communion buffs onto legionnaires and hydras, or better yet, use it's national angels thugged out. Overall it just has poor battle paths in general. Astral is the best of a bunch of bad options for your battlemagic.