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thugs-and-supercombatants [2022/02/13 03:02]
cactusowl [Supercombatants]
thugs-and-supercombatants [2022/12/21 17:01] (current)
cactusowl
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 You need a way to kill them, and you need a way to not die in the process. You need a way to kill them, and you need a way to not die in the process.
  
-  * ??Frost Brand?? ({{gems>5W}} is the most basic, clearing PD with a minimum of fuss.+* ??Frost Brand?? ({{gems>5W}} is the most basic, clearing PD with a minimum of fuss.
  
 * ??Fire Brand?? ({{gems>5F5E}}) is an upgrade. Fire damage is better than cold damage on an AoE weapon since it works on summoned skeletons; the weapon itself is [[armor piercing]] so it can work against other thugs with high protection. * ??Fire Brand?? ({{gems>5F5E}}) is an upgrade. Fire damage is better than cold damage on an AoE weapon since it works on summoned skeletons; the weapon itself is [[armor piercing]] so it can work against other thugs with high protection.
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 * ??Horror Helm?? ({{gems>10D}}) provides fear, which can eventually rout enemy PD if you can endure their attacks for a while. * ??Horror Helm?? ({{gems>10D}}) provides fear, which can eventually rout enemy PD if you can endure their attacks for a while.
  
-* Magic: Summoned elementals or ??Soul Vortex?? can wipe out PD reliably.+* Magic: Summoned elementals or ??Soul Vortex?? can wipe out PD reliably. In some cases, ??Fire Shield?? can also clear them out.
  
 You also need to not die to PD or light enemy squads in the area.  The best way for any thug or SC to survive is to layer defenses, so that anything that gets past one must deal with another. This also makes you more robust to certain counters: if you rely solely on a high Protection statistic to not die, then some mage will wander by with ??Lightning Bolt?? and you'll be sad. You also need to not die to PD or light enemy squads in the area.  The best way for any thug or SC to survive is to layer defenses, so that anything that gets past one must deal with another. This also makes you more robust to certain counters: if you rely solely on a high Protection statistic to not die, then some mage will wander by with ??Lightning Bolt?? and you'll be sad.
  
-If your base chassis doesn't have good protection or the ability to cast ??Ironskin?? or similar, you will likely need some armor. Many armor types will provide protection plus other goodies.+If your base chassis doesn't have good protection or the ability to cast ??Ironskin?? or similar, you will likely need some armor. (Even if you do have this access, forged armor can provide even more protection.) Many armor types will provide protection plus other goodies.
  
 * ??Armor of Knights?? ({{gems>5E}}): lots of Protection for a cheap price and low encumbrance, but no other goodies. * ??Armor of Knights?? ({{gems>5E}}): lots of Protection for a cheap price and low encumbrance, but no other goodies.
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 * ??Rainbow Armor?? ({{gems>5A5N}}): magic resistance, reinvigoration, not too much encumbrance, but low protection. Useful for thugs or for combat mages. * ??Rainbow Armor?? ({{gems>5A5N}}): magic resistance, reinvigoration, not too much encumbrance, but low protection. Useful for thugs or for combat mages.
  
 +* ??Kithaironic Lion Pelt??: Budget head and body prot in one item for a cheap price and not much encumbrance.
  
 ===== Killing Enemy Thugs/SC's/Elites =====  ===== Killing Enemy Thugs/SC's/Elites ===== 
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 ??Body Ethereal??: makes the subject [[ethereal]], which provides a 75% chance for non-magical attacks to whiff. This is a good spell to fluff because it only requires {{path>S1}} but a bad spell to have an SC cast because they can be cost effectively countered by ??Magic Duel?? ??Body Ethereal??: makes the subject [[ethereal]], which provides a 75% chance for non-magical attacks to whiff. This is a good spell to fluff because it only requires {{path>S1}} but a bad spell to have an SC cast because they can be cost effectively countered by ??Magic Duel??
  
-??Mossbody??: Has a 75% chance to negate up to 15 points of damage, applied after protection, physical and elemental resistances. It has a funny effect where if an attack makes it through the extra 15 prot and does damage the mossbody disappears in a puff of poison but this is mostly an academic point when used on already high prot thugs.+??Mossbody??: Has a 75% chance to negate up to 15 points of damage, applied after protection, physical and elemental resistances. It has a funny effect where if an attack makes it through the extra 15 prot and does damage the mossbody disappears in a puff of poison but this is mostly an academic point when used on already high prot thugs. Mossbody is particularly effective when combined with slash/blunt/pierce resistance from ??Temper Flesh?? or ??Liquid Body??; this combination is called "physmoss".
  
 ??Legions of Steel??: +3 prot to all armor is good for anyone wearing armor and invaluable for prot stacking tactics.  ??Legions of Steel??: +3 prot to all armor is good for anyone wearing armor and invaluable for prot stacking tactics. 
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 === Anti-Thug Elites === === Anti-Thug Elites ===
  
-Some thug defenses are readily bypassed by elite non-commander units with high MR, magic weapons, and good stats. For instance, a few ??Living Mercury?? will splatter most thugs. Wights and some blessed sacreds can do this as well. Leading small groups of these around, possibly with a mage to buff them, can do a good job of repelling raiding thugs.+Some thug defenses are readily bypassed by elite non-commander units with high MR, magic weapons, and good stats. For instance, a few ??Living Mercury#2515?? will splatter most thugs. Wights and some blessed sacreds can do this as well. Leading small groups of these around, possibly with a mage to buff them, can do a good job of repelling raiding thugs.
  
 === Catching Thugs === === Catching Thugs ===
thugs-and-supercombatants.1644721373.txt.gz ยท Last modified: 2022/02/13 03:02 by cactusowl