Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I love recuperation, but have kind of soured on it for line troops, as opposed to commanders you can see that little heart on. Too much micro for me to figure out who's wounded after every battle, then remove them and check back every now and then to see if they are healed, then collect them.
Better to minimize afflictions to begin with I think, and regen seems to work better than the affliction resistance in that department.
And as the poster above noted, recuperation doesn't work on old people - thanks, Ilwinter. (How about a bless that is aces for old people, and doesn't help young ones? Ever think of that one?)
Anyway the unaging bless works wonders for MA Marignon and Pythium. DIfference between Grand Masters and those H3 priests being around to use in actual battles, instead of hanging out in a lab waiting to die from all those afflictions they get from making it just one more year.
I can see why you want to use the bless points Marignon gets, but that unaging bless really does help Marignon (and Pythium and Shinuyama) a whole lot. I guess you could drop the E on the Baphomet, though the reinvig really helps.
Oh yeah, it is trivial for you to drop Solar Eclipse as Marignon. If you took N4, I think you can get unaging and darkvision. Then every fight you can drop Solar Eclipse, and unless the opponent is undead or Xibalba or Agartha they have huge penalties fighting you.
A little more nichey than pure defense, but maybe F4E5S4N4B4 Baphomet? 2X Attack, Reinvig, Strength, Magic Weapons, Major and Minor MR, Unaging, Darkvision, Blood Surge? Probably get another scale too, since you are taking N4 instead of C6.
using knights of the chalice as small group raiders with a dormant/imprisoned rainbow bless is probably a decent use of them
they'll still lose if the enemy brings anything heavy onto the field, like buffed vitriols or whatever, and like any melee sacred they're vulnerable to being stripped naked and tied up or fed endless skeletons, but focusing on speed, parrying, and damage is a better move than most of the blesses i've seen trying to leverage survivability (prot, hp, regen, invuln, fortitude etc), and against newer players spamming evos they'll be unstoppable
Personally I just take the losses of old age in stride and keep moving. It's mostly only relevant if you're gold capped which indicates your plan was bad in the first place (gotta get big not be trapped in a corner in 7 provinces, also why gold scales are so valuable)
I'd max heat since you're a fire nation anyways.
remove luck 1 and magic 1 too.
Is that for MP or SP?
If you'll be playing MA MP, you have to be able to answer the question "what do I do when I meet skellyspammers/skellyreanimators?" Let's presume you have a line long enough for 1 Knight to face 3 skellies at a time. At first he'll have no issue dodging their attacks and any lucky break will likely be stopped by the heavy armor. But as Fatigue piles up from Encumbrance, and quite possibly Rigor Mortis, the Knights will be pushed to about 10 penalty on the defense, and likelyhood of armor-defeating hits will go from 1/36 to 1/6. Blood Surge won't help at all because it won't even trigger on the skellies.
Same thing for "almost thug worthy". The requirements of what is thug worthy are one thing when the thug can maintain 0 Fatigue, and completely another when the thug will be hitting 100 Fatigue.
Blood surge is still utilitarian as for non-undead it's quite helpful.
Since the Mari sacreds are recruitable rather than summonable (so have standard recruitment costs + upkeep), always felt like you were better off with a lighter bless and getting decent scales (for more forts / temples, and ultimately more knights).
Quantity has a quality all its own.
Your Drain scales would synergize well enough since you have boosters and sacred spam for defense. Magic scales would get you to Fire Elementals and your boosters much faster, but that's more important in larger games. Under 10 players you can rush to a victory - more will require some tech. The best defense against mages in this case though is killing them faster via flanking attacks / chewing through their chaff. Knights kill quickly to begin with.
Besides what you have written, Arch Theurgs or Grand Masters/High Inquisitors that have just that little bit of extra move from not being old, old, men has been incredibly useful for me.
The people who are worried about your ability to kill skeletons, are clearly forgetting that you are PLAYING MARIGNON!!!! Skeletons are your prefered enemy!!! you have so many different skelly counters that you have no issue with this, like none at all.
LOL
Overfed Marignon casually crushed by imperfect Sceleria
Marignon still killed 600 skeletons in that battle, so the point of Marignon being able to kill skeletons stands. That battle was lost largely because of such things as Rigor Mortis, which is something of an OP spell, not because Marignon lacks adequate ways to kill skeletons. Plus, Lucid is a fairly expert player, and in general I would guess you won't be against someone quite that good, so that example is hardly a good baseline for how that sort of thing would play out.
My advice to new players:
- 600 skeletons are nothing to both skellyreanimator nations and skellyspam nations.
- Rigor Mortis is part of the game, learn to account for it.
- Definitely expect 1+ expert players unless the game is marked as "newbie only"
Well I'd sure like to know how you account for it. It is basically, what ten fatigue per round? Fatigue you can't resist in any way, other than being undead or a construct.
If you don't have any N mages to cast relief (which only delays things, since it doesn't equal Rigor Mortis' fatigue power), what do you do?
I guess you could take reinvigoration twice for sacreds. Even coupled with Relief I don't think you are fatigue neutral if Rigor Mortis is up.
I play LA a lot. Had a lot of games where I never found any lizard shamans or Jade Amazons. Unless you build your pretender to find N sites and summon things like Faerie Queens, and/or build boosters you are going to have a heck of a time even slowing Rigor Mortis down.
So what is your strategy?