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dom6:guides_and_player_improvement:basics_of_higher_level_pretender_design [2026/07/04 09:23]
cybertron2 [Rainbow Blesses]
dom6:guides_and_player_improvement:basics_of_higher_level_pretender_design [2026/07/04 09:24] (current)
cybertron2 [Rainbow Blesses]
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 A rainbow bless tends to give a bunch of stats to make an already efficient sacred - more efficient. If your high defense cavalry was hard to hit before, it will be almost unhittable now. If your unit was chipping through armor - every str is +1 damage flat on hit. Essentially - since the sacred is the most efficient thing the capital can often produce - in the earlygame when players have few forts - having your sacreds (which consume most of recruitment) have considerably better stats tends to be more impactful than a few more troops. Now there are scaling and lategame choices - resists and magic penetration etc, but the broad point I want to illustrate is the nation focusing on their sacreds will generally be stronger early by making its best unit it was already producing - more efficient.  A rainbow bless tends to give a bunch of stats to make an already efficient sacred - more efficient. If your high defense cavalry was hard to hit before, it will be almost unhittable now. If your unit was chipping through armor - every str is +1 damage flat on hit. Essentially - since the sacred is the most efficient thing the capital can often produce - in the earlygame when players have few forts - having your sacreds (which consume most of recruitment) have considerably better stats tends to be more impactful than a few more troops. Now there are scaling and lategame choices - resists and magic penetration etc, but the broad point I want to illustrate is the nation focusing on their sacreds will generally be stronger early by making its best unit it was already producing - more efficient. 
  
-There's a second variant of this on a mage rainbow bless. There's a few varaitions on this, but broadly - this doesn't directly improve combat power much (besides maybe 1 penetration) but has lots of ancillary benefits - more HP on communion slaves, better resists vs enemy magic, farcaster making new spells viable etc. This tends to struggle in higher level play however - as it wholly relies no not dying early - the bless really only kicks into high gear in the mid to late game. Now at this point it's very strong - but attentive players will realize the relative weakness early. This is typically best on nations that both have a mage that wants it lategame, but also has a strong earlygame. MA pythium is a good example.+There's a second variant of this on a mage rainbow bless. There's a few varaitions on this, but broadly - this doesn't directly improve combat power much (besides maybe 1 penetration) but has lots of ancillary benefits - more HP on communion slaves, better resists vs enemy magic, farcaster making new spells viable etc. This can struggle in higher level play however - as it wholly relies no not dying early - the bless really only kicks into high gear in the mid to late game. Now at this point it's very strong - but attentive players will realize the relative weakness early and the very good reason to not let it scale into the midgame/lategame. This is typically best on nations that both have a mage that wants it lategame, but also has a strong earlygame. MA pythium is a good example.
  
 Finally there's the 'resist rainbow' which is a bit of a lategame catchall. These don't seem to have performed especially well in dominions 6. The idea is that your sacreds aren't as strong as they could be - but it's much harder to actually find answers for them, as their resists and reinvig etc help negate more common solutions Finally there's the 'resist rainbow' which is a bit of a lategame catchall. These don't seem to have performed especially well in dominions 6. The idea is that your sacreds aren't as strong as they could be - but it's much harder to actually find answers for them, as their resists and reinvig etc help negate more common solutions
dom6/guides_and_player_improvement/basics_of_higher_level_pretender_design.txt · Last modified: 2026/07/04 09:24 by cybertron2