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And I don't argue that they aren't well balanced, I've seen other people do well with Vanarus before and I can look at them and see that they have greatness in them. I just don't know how to bring out their potential myself, so I figured I'd ask around.
You miss Astral badly but can summon S2 mages with an S3 mage=pretender, also you can summon H3 priests with Astral, pretty nice for claiming thrones,etc.
Water path is rather simliar to Astral, you can summon Water mages but need W3 for it...either with your pretender one time or going bracelet+ Robe of water breathing (if you dont get W2 random ).
The summonable water mage can bring some troops into the water, which is nice.
Also you have access to WF path. which is great, access to Acid storm with some boosters, etc.
I would probably want to take at least F,S ,B and probably also D on my pretender. Depending on thhe bless effects the oath bound might get pretty decent. Most players I watched almost exlcusively did use the chud hirdmen though.
I think the key to stay on top in late game with Vanarus is using the research advantage + strong blood economy+ closing the Astral leak+ probably get some decent death magic going(using blood summons for example).
I don't remember Vanarus' path access off the top of my head, but if you can get a good amount of those WF mages, Manifest Vitriol for Green Lions can be quite useful.
Twist Fate is a really established bless, but my guesitmation says that glamour and Fateweaving should be pretty powerful.
When I play Rus/Vanarus/Bogarus all fire gems I can get goes to zmey summoning. But other summons are great too.
I am not all that impressed with the national troop summons. Fire breathing dragons might be nice, but they are cold blooded on a cold dominion nation. The commander summons are much more useable as you get stuff (healer villa's, leshy Scs, flying H3) you otherwise wouldnt.
You can get alot of different path mages, so like with arco its a mess to script, but all of them can do something usefull given research. And you get good research mages and although the forests mages might not be as good as in Dom4, as you need 2 turns to recruit one, they are still another mage recruitment slot for just the price of a lab.
1/3 of your basic mages will be bloodmages, so you can use sabbath communions for bigger spells and get some blood hunting done. After con4 you can get a usefull amount of bloodhunting done. Granted youll never compete with a pure bloodnation, but those are rare in Middle Age anyways, so if you pick a pretender with blood4, you should be able to get access to everything bloodmagic has to offer.
It seems to me, that the problem with vanarus is not that there is nothing they can do, but that they can do nearly everything and that you might weaken yourself by trying to do too many things at once. Picking an imprisoned rainbow pretender for lategame boosters seems most obvious to good choice to me. Maybe a bless that supports a good midgame battle tactic (2xpoison res for foul vapours, 2xshock res for wrathful skies or cold res for grip of winter), but everything else into scales.
This is kind of what my problem with them is, that they have so many different paths I just haven't been able to figure out what to focus on.
Also that pretender idea is more or less what I was originally thinking, rainbow with a moderate bless and good scales.
http://qwicoldominions.blogspot.com/2015/05/vanarus-part-ii-of-gods-and-men.html?m=1
For a bless on this build I would probably take magic weapons and magic resist or magic leadership as well as fire and shock resist. Then your oathbound can run around with fire elementals without fear.