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owl-guide-ma-agartha [2022/11/14 14:19] cactusowl |
owl-guide-ma-agartha [2022/11/16 13:50] (current) cactusowl [Pretender Design] |
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While Dominions 5 is notorious for stat-resist rainbows, MA Agartha loves omniresist blesses on wide rainbow pretenders even more than most. There are two reasons: | While Dominions 5 is notorious for stat-resist rainbows, MA Agartha loves omniresist blesses on wide rainbow pretenders even more than most. There are two reasons: | ||
- | * Your chosen method of fighting is to put your slow sacred infantry into blocks, paint them with buffs, and grind forward hacking your opponents into bits. On the way in you will be battered by everything your opponents' | + | - Your chosen method of fighting is to put your slow sacred infantry into blocks, paint them with buffs, and grind forward hacking your opponents into bits. On the way in you will be battered by everything your opponents' |
- | * You have limited magic diversity and really appreciate a pretender with wide magic to break you into paths. | + | - You have limited magic diversity and really appreciate a pretender with wide magic to break you into paths. |
What you *don' | What you *don' | ||
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If you are going to take a rainbow, taking it imprisoned makes a lot of sense: | If you are going to take a rainbow, taking it imprisoned makes a lot of sense: | ||
- | * You will mostly be taking non-incarnate blesses | + | |
- | * You don't have a combat chassis, nor do you really need one | + | * You don't have a combat chassis, nor do you really need one |
- | * Diversity paths are not as useful until year 3 anyway when you get access to things to do with them | + | * Diversity paths are not as useful until year 3 anyway when you get access to things to do with them |
+ | |||
+ | ==== Blesses ==== | ||
So, what do you need from a bless? Everything needs resistance against magic and your Shard Guard and Sentinels like just a little help killing things. | So, what do you need from a bless? Everything needs resistance against magic and your Shard Guard and Sentinels like just a little help killing things. | ||
- | * **Fire**: FR and +attack are obvious. You need to hit things and Attack 11 could use some improvement. Good attack also gives you more repels, since you have long weapons. The extra FR makes your stuff not get set on fire by Magma Children, not die to Heat from Hell, and helps deal with fire elementals and fire evocations. | + | |
+ | |||
+ | * **Air**: Shock resistance, swiftness, and precision all have merits. Swiftness lets your slow infantry close faster, and precision lets your mages land long-range ??Maws of the Earth?? which can be decisive. However, shock resistance is absolutely critical -- otherwise you will get battered by ??Wrathful Skies?? and ??Thunder Strike??. Major shock resistance is significantly better than minor -- it lets you shrug off Wrathful much better and takes a lot of the edge off of direct hits from lightning evocations. | ||
+ | |||
+ | * **Water**: Cold resistance seems unnecessary since your Shard Guard already resist cold. But CR5 will let your statues and mages not die to Grip of Winter, and will stop random things with cold auras from fatiguing out your statues. The other interesting blesses are +defense and swamp survival. Swamp survival seems odd -- but it lets you cast Quagmire and ignore the penalties, which is a substantial boost to your relative effectiveness. Defense is less effective than on sacred cavalry nations -- your primary defenses are protection and hp -- but your Shard Guard and Sentinels can still dodge attacks especially when quickened. | ||
+ | |||
+ | * **Earth**: You have +1 national earth bless point; what to spend it on? The contenders for earth blesses are strength, reinvigoration, | ||
+ | |||
+ | * **Astral**: The main contenders are MR and Magic Weapons. MR is useful for the obvious reasons. Magic Weapons seems silly since Shard Guard have magic glaives. However, Magic Weapons comes into its own in the lategame, when all your enemies will have ??Fog Warriors?? and you'll be proportionally relying more on Shard Guard. Another possibility is Far Caster, allowing you to drop ??Maws of the Earth?? and ??Frozen Heart?? on enemy formations on turn 1. | ||
+ | |||
+ | * **Death**: At least one rank of Undead Leadership will let all your mages lead umbrals and is a no-brainer. Beyond that, take Undying. | ||
+ | |||
+ | * **Nature**: Your Shard Guard and Sentinels already have poison resistance, but your mages would really appreciate it. Foul Vapors is oppressive. PR10 is not overkill. Beyond that, +hp and Swamp Survival (for Quagmire) are nice. | ||
+ | |||
+ | * **Blood**: The obvious contenders are +Strength and Blood Surge. I feel Blood Surge is a bit of a trap. Yes, once you kill something, it's better than +Strength, but you have to get that first kill. Strength lets you do that -- slicing through shields matters a lot. Surge is great for expanding, but you don't need help expanding. | ||
- | * **Air**: Shock resistance, swiftness, and precision all have merits. Swiftness lets your slow infantry close faster, and precision lets your mages land long-range ?? | + | You can take as much or as little |
- | * **Water**: Cold resistance seems unnecessary since your Shard Guard already resist cold. But CR5 will let your statues and mages not die to Grip of Winter, and will stop random things with cold auras from fatiguing out your statues. The other interesting blesses are +defense and swamp survival. Swamp survival seems odd -- but it lets you cast Quagmire and ignore the penalties, which is a substantial boost to your relative effectiveness. Defense is less effective than on sacred cavalry nations -- your primary defenses are protection and hp -- but your Shard Guard and Sentinels can still dodge attacks especially when quickened. | + | In my tournament game, I went for a fairly heavy bless: |
- | * **Earth**: You have +1 national earth bless point; what to spend it on? The contenders for earth blesses are strength, reinvigoration, mountain survival, | + | |
+ | | ||
+ | | ||
+ | | ||
+ | * S3: +3 magic resistance | ||
+ | * D3: 20 undead leadership, undying 4 | ||
+ | * N3: 10 poison resistance, +1 hp | ||
+ | * B3: +2 strength | ||
+ | ==== Scales and Dominion ==== | ||
+ | * Order/ | ||
+ | * Productivity/ | ||
+ | * Heat/Cold: Heat 3 is nearly mandatory. Magma Children love it, and your pale ones are cold blooded. | ||
+ | * Growth/ | ||
+ | * Luck/ | ||
+ | * Magic/ | ||
+ | Agartha actually likes a fairly high dominion strength. This isn't just for the golem hp bonus; since shard guard are so cheap in recpoints, you can get quite a few of them out of your cap. | ||
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