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150-proof-guide-to-na-ba-by-baalz [2020/09/29 09:54]
naaira [??Malikah??]
150-proof-guide-to-na-ba-by-baalz [2020/09/29 19:07]
naaira [Jinn]
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 ====Jinn==== ====Jinn====
  
-One of the first things to consider is to get up to Conjuration-4 pretty quickly to get access to Jinns. While these guys are not nearly as tough at taking it on the chin as the ??Malikah?? they only cost 18 fire gems, are storm/darkness immune stealthy flying artillery, and they do have a different kind of hard to kill which you’ll want to lean on sometimes.  They’re not going to be able to leverage the Iron Skin/Mistform/Regen combo, but they do have an “unseen” ability, which combines with their Glamour, Ethereal & good defense (in Magic scales) to make them pretty evasive in dodging their first hit.  If you spend enough gems you can kit them out to raid any PD, but honestly they’re never gonna be as good at that as the ??Malikah?? we’ve been recruiting at 150% speed all game - so only do that in in pinch.  Where they shine though is dancing around the things big and strong enough to cut ??Malikah?? down.  Jinn are your goto SC slayers, and what you want to look to to save you when a heavily blessed giant troops get uppity.+One of the first things to consider is to get up to Conjuration-4 pretty quickly to get access to ??Jinn??s. While these guys are not nearly as tough at taking it on the chin as the ??Malikah?? they only cost 18 fire gems, are storm/darkness immune stealthy flying artillery, and they do have a different kind of hard to kill which you’ll want to lean on sometimes.  They’re not going to be able to leverage the Ironskin/Mistform/Regen combo, but they do have an “unseen” ability, which combines with their Glamour, Ethereal & good defense (in Magic scales) to make them pretty evasive in dodging their first hit.  If you spend enough gems you can kit them out to raid any PD, but honestly they’re never gonna be as good at that as the ??Malikah?? we’ve been recruiting at 150% speed all game - so only do that in in pinch.  Where they shine though is dancing around the things big and strong enough to cut ??Malikah?? down.  Jinn are your goto SC slayers, and what you want to look to to save you when a heavily blessed giant troops get uppity.
  
-The trick to making the Jinn effective in melee is to stack things making them hard to hit, while minimizing how much they’re getting swarmed.  This is why they’re so effective at giant killing  - the more people attacking them, the less effective their defenses. Think about your Jinn when you’re dropping Solar Eclipse/Darkness,or blinding the enemy (see “Avatar of Destruction” below).  Also crazy effective on Jinn - Lifelong Protection.   I haven’t yet mentioned it, but as soon as your pretender has got that critical initial research done and upgraded your capital, switch straight over to bloodhunting and start empowering some scouts to help bootstrap into blood.  You’ll want to pick up Construction-4 fairly early for both thug gear and Sanguine Dousing Rods. (Side note if you haven’t done this before - 50 slaves empowers anyone up to Blood-1, have them forge themselves a Sanguine Rod and then start bloodhunting in a province with 5k+ population.  Each successive bloodhunter comes a bit faster than the last, repeat this until you have the blood income you want steadily flowing in, then empower whatever mage you want to start spending it). It takes time and work to get your blood economy going, but is considerably faster with a B4 hunter to help get you started. Eventually you’ll be able get a reasonable amount of blood slaves flowing, and forging a few Lifelong Protections is well worth the cost.  +The trick to making the ??Jinn?? effective in melee is to stack things making them hard to hit, while minimizing how much they’re getting swarmed.  This is why they’re so effective at giant killing  - the more people attacking them, the less effective their defenses. Think about your Jinn when you’re dropping ??Solar Eclipse??/??Darkness??,or blinding the enemy (see “Avatar of Destruction” below).  Also crazy effective on Jinn - Lifelong Protection.   I haven’t yet mentioned it, but as soon as your pretender has got that critical initial research done and upgraded your capital, switch straight over to bloodhunting and start empowering some scouts to help bootstrap into blood.  You’ll want to pick up Construction-4 fairly early for both thug gear and ??Sanguine Dousing Rod??s. (Side note if you haven’t done this before - 50 slaves empowers anyone up to Blood-1, have them forge themselves a Sanguine Rod and then start bloodhunting in a province with 5k+ population.  Each successive bloodhunter comes a bit faster than the last, repeat this until you have the blood income you want steadily flowing in, then empower whatever mage you want to start spending it). It takes time and work to get your blood economy going, but is considerably faster with a B4 hunter to help get you started. Eventually you’ll be able get a reasonable amount of blood slaves flowing, and forging a few Lifelong Protections is well worth the cost.  
  
-The reason Lifelong Protection is so good on Jinn is first off they’re pulling double duty as artillery mages, and a steady stream of imps is straight up wonderful at tying up and stringing out bad guys trying to run across the battlefield at your Wall of Doom.  When they switch over to slayer duty though, 2 imps spawn on the Jinn’s tile each turn with a defense of 15.  These high defense imps will divert several attacks each turn, and with that defense will even often pile up over multiple turns.  Without everyone being able to focus attack the Jinn - go ahead and pull up the battle log to see something fun like “Invisibility reduces attack skill 12->2.  Attack roll 5 vs defense roll 32”.  +The reason ??Lifelong Protection?? is so good on Jinn is first off they’re pulling double duty as artillery mages, and a steady stream of ??Imp??is straight up wonderful at tying up and stringing out bad guys trying to run across the battlefield at your Wall of Doom.  When they switch over to slayer duty though, 2 imps spawn on the Jinn’s tile each turn with a defense of 15.  These high defense imps will divert several attacks each turn, and with that defense will even often pile up over multiple turns.  Without everyone being able to focus attack the Jinn - go ahead and pull up the battle log to see something fun like “Invisibility reduces attack skill 12->2.  Attack roll 5 vs defense roll 32”.  
  
  
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-{{:nations:ma:naba:jinn.png?30 |}}+{{:nations:ma:naba:jinn.png?35 |}}
 **Thug Template (F22 Raptor)** **Thug Template (F22 Raptor)**
  
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-{{:nations:ma:naba:jinn.png?nolink&30 |}}//Genie Trick:// When appropriate, consider slotting in Smokeless Flame into your thugs buff routine.  If you time it right that cannon will obliterate the toughest guy running towards you before you jump into melee - which can clear anti-thugs.  Better believe your opponent will be investing in anti-thugs when the sky darkens with swarms of raiding Jinnun.+{{:nations:ma:naba:jinn.png?nolink&30 |}}//Genie Trick:// When appropriate, consider slotting in ??Smokeless Flame?? into your thugs buff routine.  If you time it right that cannon will obliterate the toughest guy running towards you before you jump into melee - which can clear anti-thugs.  Better believe your opponent will be investing in anti-thugs when the sky darkens with swarms of raiding Jinnun.
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150-proof-guide-to-na-ba-by-baalz.txt · Last modified: 2020/11/12 15:06 by joste