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I've seen this work well for EA Agartha's Ancient Ones and MA Marignon's flagellants. (In conjunction with other blesses, but still, heat aura did its job.) Those units have good damage but poor attacks. I expect it to work well for LA Agartha's blindfighters as well despite their having somewhat lower baseline damage. Heat aura + regeneration is cheaper than Heat aura + stygian skin + regeneration, and seems about as good (especially after you finish buffing with Legions of Steel/Marble Warriors), so give it another shot. It's definitely not that unorthodox.
Fire Shield is really fun to look at but I've reluctantly come to the conclusion that it doesn't scale well. Against even moderately armored foes with long weapons (e.g. soulless warriors) it takes forever to score a kill, and unlike heat auras you don't get synergies from having a whole bunch of blessed warriors together in the same formation. The downside to heat auras is of course that they can kill unblessed troops, e.g. a sacred mage that accidentally sets his own bodyguards on fire, so be cognizant of that when creating your strategy. The fact that heat auras come with a bit of fire resistance is gravy on top that lets you take Heat-3 for the points (and a more effective aura) without incurring enc penalties.
I think with the blindfighters, I came to the same conclusion you have, that there massive encumberance makes them fairly useless. I seem to remember just using them as meat shields to protect my mages / x bows, who did all the damage. Skellie spam + massed x bows protected by the meatshield blindfighters does well early game.
I don't think the Blindfighters even thou they are recruitable anywhere are worth a bless.
I think the stygian flesh really helps blindfighters against most enemies, subtracting 5 damage from most hits, which turns lots of scratches into no damage at all, and the few heavier hits into mere scratches, which regeneration can keep up with. Sure it can be bypassed by magic weapons, but those aren't super common, and stygian flesh is cheap enough that it doesn't have to work against everything to be well worth the price.
My biggest troubles with chilly blindfighters have been (a) how to keep the commander alive, and (b) how to deal with heavy hitters like barbarians, who can outpace blindfighters' regeneration, and can do so faster than chill auras can kick in.
Here's a video with Sy wielding them. Quite a rotlstomp.
https://www.youtube.com/watch?v=glyvkU_sxA8&list=PLG9FZ5QOwlJgX9f1AiMtyDPtdDHzUoz4a&index=2
And it's not obsoleted by spells - yes, Liquid Body/Wave Warriors exists and also gives +affliction resistance, but it decreases strength (and combat speed).
You could also go for elemental resistance blesses.
Also if you have a regeneration pretender, you should eventually be able to cast Relief - that can help (slightly) with fatigue issues.
You could also try to reduce your relative encumbrance disadvantage by making the enemy fatigue faster.
LA Agartha can easily cast Curse of Stones with penetration boosters.
Although slowing the enemy (CoS lowers combat speed by about 1/3) might be to your disadvantage sometimes, by forcing your troops to fight the enemies closer to their own mages.
Probably, if you're concerned about realism, we should construe 100+ fatigue not as complete unconsciousness, but instead just as such exhaustion that you need to catch your breath before you can attack or walk or cast spells again, though they do still retain some semblance of defense at that level of fatigue.
It probably is modded and using game settings in some way that's subtly beneficial to Sy - that's how his videos seem to work overall. N9 no longer grants +8 HP, and E9 no longer granting Reinvigoration in tandem with protection is probably a bigger deal, but now we have nonsense like blessable Awe (without a Throne) and Luck/Undying hax, so even passed out they're potent line holders. Could also go the Rainbow route with Blood Surge/Reinvigx3 (+Magic Weapons, Solar Weapons, +Att, +Def, Swiftness, etc.), which'd even out the fatigue in large part.
Iron ancestors iirc don't have armor on by default - Shroud of the Battle Saint? Can still have Blind Lords lead the Blind Fighters - just drag along a Necromancer to bless them (new recruitment point system would help by letting you recruit 2 Lords at once, though indy. priests would be preferable for blessers as I think all of LA Agartha's national priests are mages).
As EA Kailasa now shows, Recruit Anywhere sacreds in Warriors of the Faith are nothing to be sneezed at.
I wasn't intending to discuss flagellant durability in this thread, separate from heat auras, because blindfighters are already very durable and the topic is offensive boosts. Suffice to say that in my SP game yesterday I had an army of maybe 30 Knights of the Chalice and 70 flagellants plus light mage support absolutely smash an army of 450 Ulmish black plate infantry, killing 300/450 Ulmishmen at a cost of IIRC 15-20 flagellants. This is NOT due to any inherent qualities of flagellants but to the other blesses I took (I mentioned that heat aura is one) and the fact that I happened to stumble upon the Throne of Splendour.
But here's the point: heat aura gives the enemy a relatively short window to kill you before his troops fatigue out, and even before he fatigues out he loses a lot of defense/prot. You wouldn't normally expect flagellants, with their lowish damage, to be any good at killing Ulmish infantry: 16 damage vs. 23 prot is only 0.4 points of expected damage per attack, so it would normally take ten rounds for a flagellant to kill the average Ulmish Black Plate Infantry even if he never missed. But it didn't--the Ulmishmen evaporated. I'm sure my other blesses contributed as well (the Throne of Strength and Blood Surge, although of course Blood Surge only kicks in after you've made a kill) but from examining battle logs I know that my Heat Aura helped bypass quite a lot of Protection.
Blindfighters have built-in high durability and weak-ish attacks comparable in damage (but fewer in number) than flagellants do. They've also got mages who would just LOVE their troops to fatigue out enemies and buy lots of time for skelly spam and/or evocations. (Or crossbow bolts, if you're into that kind of thing.) Heat aura or perhaps chill aura seems like a natural choice for them.
Still, they are not cap-only and they see in darkness, so it is possible to put stakes on them casting darkness or at least solar eclipse in every serious battle. You'll need slave and crystal matrixes for your necromancers to be able to do it. But I do not think it is a very reliable strategy and I saw only this, while there are many ways to bless for example mictlan jaguars so that they would be effevtive and usefull without such demands as many resources to recruit and darkness to fight.