Age of Wonders: Planetfall

Age of Wonders: Planetfall

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Star Kings Synergies?
I've been running celestial but other than its strat doctrines I mainly use their upgrade lines. Anyone using anything else well?
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Showing 1-15 of 59 comments
BBB Nov 10, 2020 @ 3:02pm 
You mean for Oathbound? Pretty much anything goes well with them.
I quite like Heritor, to add to their entropy damage
Wintermute Nov 10, 2020 @ 3:35pm 
Yeah, actually modding Heritors with damage mods will be sweet. Maybe siphoners can be something more than reset bots.
Jide Aurelius Nov 10, 2020 @ 5:00pm 
I wonder if synthesis would be good considering all their units are vehicles.
well Oathbound Promethians can also be rather deadly but what about haveing a voidtech oathbound hero as a melee fighter, i so happen to be useing a Psynumbra Oathbound hero who is piloting a paladin champion and she is doing very well being the main fighter while my commander works as a supportive unit
Herr Riebmann Nov 10, 2020 @ 5:23pm 
Playing Oathbound Promethians with a melee walker Commander right now. Not sure if its amazing, but it has its perks.
sandman25dcsss Nov 10, 2020 @ 9:16pm 
I found early oathbound voidtech rather weak vs aoe staggers like amazon huntresses and any fliers so I think optimal secret tech should give them stagger resist and anti-air or at least ranged attacks.
Astasia Nov 10, 2020 @ 9:24pm 
At a glance and after playing one planet with them, I would say voidtech and heritor work well with them, the others are meh but usually have something. Least useful is probably xenoplague.
MattStriker Nov 11, 2020 @ 12:11am 
About the only thing that doesn't have any meaningful synergy with Oathbound is Xenoplague, and let's face it, Xenoplague doesn't have any meaningful synergy with anything.
Midas Nov 11, 2020 @ 1:43am 
I was trying them with synthesis today, but the nerfs to synthesis have made it feel like it doesn't really have any interaction with the faction.
Azunai Nov 11, 2020 @ 2:07am 
i started the first map of the new campaign (oathbound celestian). can't see much synergy. they get a special version of the lightbringer (which is normally a melee unit with a charge skill for most other races), but their lightbringer is actually a special version of their warden unit that does thermal damage and has a different banner.

the lower tier celestian mods tranquility (stagger res/ morale debuff immunity) and remorse (chance to soulburn attacker on in getting hit, chance to debuff morale of attacker on getting hit) are about as useful as they are for any other faction;

the tenet of healing is pretty useless for them - for some odd reason you can mod battlesuits with it, but the healing effect only works for bio and cyborg. not sure if that can truly be working as intended.


based on experience with other secret techs, i guess heritor would be strong for the oathbound (the siphoner skill that resets action points is always great and oathbound also have weapon techs for essence weapons, so it also synergizes the other way round)

voidtech should probably also work nicely (especially the late game teleport mod for heavy units sounds like a cool addition for the battlesuits).

promethean gets a special version of the purifier (melee battlesuit with thermal damage attacks) and their low tier unrestricted heal mod is always useful - especially for machine based races that can't use many of the generic heal/regen options (such as the dvar or the new oathbound)
Astasia Nov 11, 2020 @ 5:19am 
I retract my previous comment about heritor. The heritor entropy mods don't really do anything special for the oathbound entropy units, I forgot it was a "fake" damage channel and was designed to work the same with every faction. The oathbound units that do entropy damage aren't really meant to be attacking much anyway.

Heritor oathbound works about as well as heritor anything.

Honestly oathbound combat seems to boil down to spamming out the t3 flying mech with the 10 hp per turn heal aura and whatever else you want in those two other slots. They do arc damage so voidtech has some toys, but the base oathbound modules are pretty strong, like the honorless mini-resurgence one.
~ Fabulous ~ Nov 11, 2020 @ 8:12am 
psynumbra oathbound are hilarious, enemy can barely scratch my paladins, precognition+broken mind are OP lol
KellyR Nov 11, 2020 @ 8:52am 
Celestian Oathbound, ally yourself with the Forgotten.

Turn enemies into Desolates, and give those Desolates the Arc and Entropy retaliation modules, plus Shield of Reckoning.

Now you have an unstoppable snowball of melee zombies that have 50% damage reflection, plus 6 arc damage and 6 entropy damage to anything that attacks from from within 3-4 hexes.

And you don't care if they die because they all have resurgence.

You're welcome :D
jonoliveira12 Nov 11, 2020 @ 10:38am 
Heritor and Celestian are the main synergy Secret Techs for them, but you can easily go for Synthesis, Voidtech (Arc) or Promethean.

The only ST I would avoid for Oathbound, is Xenoplague, since they do not have many organic units.
Last edited by jonoliveira12; Nov 11, 2020 @ 10:39am
Poet Nov 11, 2020 @ 10:39am 
My initial thoughts :

OB units look awesome and pleasing to the eye. But you gotta love melee, which feels very underpowered at time. I do like that many units can actually melee air units.

OB does not have a ton of strong healing options through their standard tree. 15 is the best you can do for a while. They are also very susceptible to machine based debuffs. Synthesis counters OB as whole very hard. Their support units have strong offensive effects (particularly the watcher) but not much for actual support.

Protectors feel outranged very quickly and you keep them mostly for the healing ability. They lack any way to get into melee range.

I find the marquis starting battlesuit to be almost essential early on for the healing power. Thats too bad because the warlord is undeniably strong early on.

The warden is fragile and has short range... I dont find its banner effect to be significant and the AI doesnt focus it.

The aspirant is a fair unit for t1. The ability to promote them into wardens or protector is a great idea. I just wish they were better units.

The augur felt useless to me so far. Watcher is a bit better. Diviner's ok, very limited DPS.

The Champion is a fantastic unit and great when used as a vehicle. That aoe stun charge is dope. But its an all in unit. It really needs mods to survive and shine.

Examplar feels fragile as hell so far. Im struggling to keep it alive. It suffers from lack of inflicting status and no sustain mechanics. In a game where range is very strong. If it can't charge in, its pretty much useless. I need to do more testing with late game mods.

OB feels fragile for a melee faction. On the other hand they have overrall strong mods. I like their siege turrets as well, compliments their style.

Precognition is a bit gimmicky and can be very strong or very weak. Only the class support units use entropy and their dps is limited so that whole part of the tree felt secondary. Arc is way better to rush 9/10 times.

Celestian OB benefits from the early healing operation that removes debuffs and the tranquility mod however I didnt find it significantly strong or game altering. I havent tested lategame with it yet.

Voidtech OB has been meh so far in campaign. I can see some synergies with the t2 and t3 units, but the voidwalkers felt very useless as OB has a ton of melee options already. Mods benefit the OB like other classes do, not better or worse. Dimensional feedback on frontline heroes is always great.

Promethean has some interesting units, ops and mods for machine units on paper. Havent played it yet.

Im looking forward to try Synthesis which received some nice changes and will do great with machine heavy roster.

Psynumbra might be good but I dont use that secret tech much personally.

Xenoplague doesn't look very good at a glance, I barely see any synergies.

Heritor looks good on paper but as said, OB entropy use is actually quite limited. OB has no lack of offensive mods so Heritor's has not felt very useful so far. The siphoner is a good unit but that could be said of any heritor combination.

OB Heroes have vehicle centric skills which is awesome. They are undenoably the best pilots in the game. The irony is that they probably can do better in other races' vehicles than theirs.

Conclusion : Ive no idea how OB would last against strong ranged synergies from other races ie: fireburst ammo and rail, which is very commonly seen. OB gets countered hard by machine debuffs and spends a lot of the game with an arc weakness which is a common damage channel. That means syndicate and assembly have a huge advantage against you, as both have long range arc options.

OB has no artillery unit and no tier 2 flyer either. Their units do have juggernaut but also large target.

It does have its strong effects ie: fatalism and providence to compensate and satisfying melee.

I found myself asking what is OB supposed to use mid game. It really seems to lack a solid T2 unit. The warden is way too fragile and the protector too limited and lacking versatibility. Few secret techs provide a fair option IMO. Were far from the power of dvar bulwarks and trenchers for example.

Assembly and Vanguard just feel much stronger overall for now. OB feels very inflexible compared to them as it lacks damage channel options.

Again these are initial thoughts, Im no expert at the game and will need to do a lot more testing...




Last edited by Poet; Nov 11, 2020 @ 3:23pm
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Date Posted: Nov 10, 2020 @ 2:09pm
Posts: 59