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As you yourself say - going for the dominion kill may have been the better idea though it will be slow. Fire magic may be worth considering too - except as Kailasa I don't see you having too much of it.
Perhaps try MR negates instaslaying spells if you have access to them, using penetration boosters and trying to get its dominion lowered just a bit? After all, Soul Slay may be unlikely to work each time you cast it, but it only needs to work *ONCE*...
I rolled an Irminsul in one game. Dirt cheap N9 and great scales. It's certainly easy to recommend, even if you end up losing some diversity for it.
the best answer to immobile god is AN weapons on a thug, usually. Or MR-less stuff like Incinerate.
Of course soul slay is not the be all end all spell of big target killing, but it's a pretty good thing if you've got enough S casters to spam it. As is often stated about SS: it only needs to succeed once.
Reason I'm advocating soul slay here so much is because we're talking about a monkey nation, they should have S mages pouring out of their ears. And I'm assuming the target MR is at most low 20's. High 20's and I'd recommend looking elsewhere if at all possible, even if you consider penetration gear.
I have no idea how the 'reunited with god' thing works. I THINK it may have something to do with your PG coming back from the dead, or your god's experience total. Either way, it's not amazing.
If you want to get good with kailasa, i've played some duels against good kailasa players, I could probably help you out. Also Maer has a guide somewhere for Elite Monkey Tactics which would be helpful.
Yeah, I'll /f add you if you have the friendspace, maybe we can get some games going on.
What's a "thug"?
What's a "S caster"?
There are different chassi for thugging (giants, ponymen, many of the monkey summons), but universally in Dom 4 the ones worth using should be able to cast spells (defensive, mostly) and have some mobility tricks (flying, stealth, paths that let them teleport from labs).
S is slang for astral magic. Paths are usually abreviated like this:
A-Air
F-Fire
W-Water
E-Earth
S-Astral
D-Death
N-Nature
B-Blood
H-Holy
If followed by a number (S2) it means the mage has two points in astral magic. Randoms are also expressed like this (specially in guides): Ashdod's Zamzummite is a 1E 2D 2H 100% ED 100% FESD. This means the mage has a base magic of 1 earth, 2 death, a pick between an extra point of earth or death and another pick between an extra point of fire, earth, astral or death. Ashdod's Talmai Elder is a 100% 3EFS mage 10% FESD which means it gets three points randomnly in earth, fire or astral and has a 10% chance of getting an extra point in fire, earth, astral or death. Sometimes randoms get linked, so for example a mage with a 110% AEWN pick has a 100% chance of a pick at those paths and a 10% chance of an extra pick at those same paths.
I stumbled onto this thread, looking for answers about reincarnation. Ultimately I just used it as a spring board for asking a couple of basic questions, since they had been referenced here.
Thanks! This was thorough and helpful. :D
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As to thugs- in CoE3, I used to call them Superheroes. I wasn't trying for wordplay, persay, but it was a good term because the best units to give all of the magic equipment to were usually either "heroes" or "wandering heroes". Calling them a superhero just fit rather well.
Interestingly- in that game, you had an opposite problem. While artifacts were very hard to come by, once you had them, they were yours, unless you lost a full battle. If a unit equipping them died- the items got transfered to a commander in the army. If there were no commanders, they would get transferred to any old unit, and could easily be transferred again (no labs in that game). You -could- loose items if say boots were lost and your only remaining units were cavalry, but it was very rare. However, the problem in that game was that it was very hard to acquire heroes- they were random 1-turn-only purchases, and cost some decent money. Often you needed a hero to equip about as much as you needed an artifact.