Angel-Julia
Fall from Heaven2 ROCKS!
- Joined
- Sep 11, 2007
- Messages
- 127
Hello,
I have been thinking of how to get the most out of mana nodes.
I often build “buffer” adepts as the first ones off the production line, as they don’t get any free promotions, and then build my main damage dealers later when I have a few nodes.
Now I was thinking of how to get the most out of all the spell areas by using metamagic to change nodes. Depending on starting conditions and how much you expand early through war I often find the initial nodes are 2-4 nodes, and then the palace ones.
So we end out having a few to play around with on top of what we start with, what should we do with them?
Many of the lvl 1 skills apply a bonus for the whole stack, so you only need one caster per stack, though if you want multiple buff/debuff skills cast on the turn of an attack then you need an adept for each of these skills.
Here are my thoughts, build something like 3 buffer adepts per SOD you plan on creating and a few home guard buffers. I.e. 10 in total if you want 2 SOD in the later game and 4 home guard buffers.
Phase 1:
Build 2 adepts for buffing each of your main attacking stacks. I like to re-name my adepts so I know their purpose. If mana allows have 2 death at time of building all the buffers for free death 1 promotion.
Buffer 1: speeds up stacks and enchants
Body1: (Haste for your stack to move much faster)
Spirit 1 (gives courage to all units on tile)
Death 1 (increase the number of skeleton cannon fodder your army can support)
Enchant 1 (can enchant blade in some turn that the stack is not attacking)
Nature 1 (tree top defense for when your army happens to be in a forest)
Later when upgraded to a mage:
Enchant 2 (at a later stage in the game you can upgrade it to get flaming arrows on your achers)
Nature 2 (Poisoned blade)
Body2: (regenerate your army after a battle)
Buffer 2 (offence stack: Dance of blades on attack move)
Chaos 1 (dance of blades for your stack on the attacking move)
Entropy 1 (rust hard opponents in the bombard phase of an attack the turn before actual attack)
Death 1 (increase the number of skeleton cannon fodder your army can support)
Spell extension 2? (something to do with promotions, allowing you to rust from a distance the turn before an attack when approaching)
Buffer 3 (Offencive stack: Blur on attack move)
Shadow 1 & 2 (blur/shadowwalk on the attack move)
Entropy 1 (rust hard opponents in the bombard phase of an attack the turn before actual attack)
Death 1 (increase the number of skeleton cannon fodder your army can support)
Spell extension 2? (something to do with spare promotions, allowing you to rust from a distance the turn before an attack when approaching)
Buffer 4 defense, (you can have a few of these supporting cities as needed)
Ice 1 (snow)
Earth 1 (wall of stone)
Death 1 (increase the number of skeleton cannon fodder your army can support)
Metamagic 2 (for changing your nodes around)
Mind 1 (inspiration)
Mind 2 (charm to assist )
Other enchanting etc
Home guard
Extra nodes available: make 2 death nodes, meaning that all buffer adepts will automatically have raise skeleton without wasting promotions, thus increasing the max number of skelles you can support. Though the real summoning of these skelles will be happening from your more talented C5 mages in the turns between combat while they have nothing else to do.
Phase 2:
Build a Metamagic node (save a unupgraded node for this in phase 1 unless you will be gaining a node from expansion/conquest)
This comes at the stage you have mages, enabling metamagic 2. Upgrade one of the buffer adepts (or a few if you have spare promotions) to get metamagic 2, enabling you to convert your nodes. Change your nodes accordingly to your needs.
As far as I could count you will need to have the following spheres open at some stage in time to fully equip your buffers: Death, entropy, body, spirit, enchant, nature, chaos, earth, ice.
You could simply repetitively re-convert one or two nodes to open up these spheres for the buffers (some you might already have from the palace) while having death 2 at all times is great for the free skeleton promotion.
Phase 3:
Now is time to build your damage dealers. You want all nodes(including metamagic) changed to the sphere you need the free promotions in.
4 mana of chosen sphere of destruction (e.g. fire, sun, air etc)
4 death mana
Build the adepts that will become your damage dealers, and upgrade them with combat 5, spell extension etc. they gain the free promotions for each spell sphere from all the nodes you have in that sphere. At the same time you get the free death promotions to convert some to liechdom. In the turns between battles while traveling they can also summon empowered skelles.
You will want enough adepts build to provide all your T3 summoners/casters, as liech/arc mage. Then extra adepts could always be trained for some extra fireball bombardment while your arcmages are busy doing more important things
The choice of sphere is up to you.
If you’re aiming for level 3 then the aurealis is great with its +2 afinity, though while you’ll be lacking at lvl 2
For the lvl 2 spheres air and fire are great winners for their massive malestorm damage and fireball bombardment replaces the need for catapults. Death is also not a bad support role for lvl 2 summons.
Of course if nodes allow (due to rapid espansion and conquering, and palace bonuses) then stocking up on death and sun could be a long term strategy, at lvl 2 getting a nice death summon and then when reaching arcmage getting aurealis and liech. After creating enough for the national limit then switching nodes to fire and air for some fireball and malestorm supporters.
Phase 4:
Convert ALL mana nodes to affinity for your desired summon. This can be a VERY powerful late move, especially if you went for sun mana, which is fairly useless at lvl 2, but at lvl 3 really shines with the +2 afinity for aurealis. E.g. with 5 sun mana that would boost the aurealis by an addisional 10 points up to 16 strength.
This strategy can be done with any number of nodes, naturally the changing of nodes is done faster if you rotate multiple nodes, though can even be done with 1 node. With the 2 death nodes at all times it provides a good increase in the number of cannon fodder skelles your C5 summoners can generate when they are idle between battle, and then getting the most out of the affinities at the end.
Naturally to get the most out of this you could use Amurites etc for the fast promotions, or Grigori adventurers etc to get total ownage earlier. This would naturally have to be tied into the rest of your strategy to handle early warfare, building etc to keep things going smoothly in the early game before the big cannons come out. I’d also suggest your standard stack supplement of units&heros, making use of the buffs, fireball bombardments, debuffs on enemies, summon cannon fodder etc to clean up the leftovers and get some exp, while protecting the mages from hard hitters and assisins etc.
I haven’t played that much recently, though was very active a couple of years ago, so my apologies if some information is out of date, please update me if something should be done differently.
What are other peoples thoughts on how to best utelize your nodes through metamagic and how to best distrabute skills between the buffers?
I have been thinking of how to get the most out of mana nodes.
I often build “buffer” adepts as the first ones off the production line, as they don’t get any free promotions, and then build my main damage dealers later when I have a few nodes.
Now I was thinking of how to get the most out of all the spell areas by using metamagic to change nodes. Depending on starting conditions and how much you expand early through war I often find the initial nodes are 2-4 nodes, and then the palace ones.
So we end out having a few to play around with on top of what we start with, what should we do with them?
Many of the lvl 1 skills apply a bonus for the whole stack, so you only need one caster per stack, though if you want multiple buff/debuff skills cast on the turn of an attack then you need an adept for each of these skills.
Here are my thoughts, build something like 3 buffer adepts per SOD you plan on creating and a few home guard buffers. I.e. 10 in total if you want 2 SOD in the later game and 4 home guard buffers.
Phase 1:
Build 2 adepts for buffing each of your main attacking stacks. I like to re-name my adepts so I know their purpose. If mana allows have 2 death at time of building all the buffers for free death 1 promotion.
Buffer 1: speeds up stacks and enchants
Body1: (Haste for your stack to move much faster)
Spirit 1 (gives courage to all units on tile)
Death 1 (increase the number of skeleton cannon fodder your army can support)
Enchant 1 (can enchant blade in some turn that the stack is not attacking)
Nature 1 (tree top defense for when your army happens to be in a forest)
Later when upgraded to a mage:
Enchant 2 (at a later stage in the game you can upgrade it to get flaming arrows on your achers)
Nature 2 (Poisoned blade)
Body2: (regenerate your army after a battle)
Buffer 2 (offence stack: Dance of blades on attack move)
Chaos 1 (dance of blades for your stack on the attacking move)
Entropy 1 (rust hard opponents in the bombard phase of an attack the turn before actual attack)
Death 1 (increase the number of skeleton cannon fodder your army can support)
Spell extension 2? (something to do with promotions, allowing you to rust from a distance the turn before an attack when approaching)
Buffer 3 (Offencive stack: Blur on attack move)
Shadow 1 & 2 (blur/shadowwalk on the attack move)
Entropy 1 (rust hard opponents in the bombard phase of an attack the turn before actual attack)
Death 1 (increase the number of skeleton cannon fodder your army can support)
Spell extension 2? (something to do with spare promotions, allowing you to rust from a distance the turn before an attack when approaching)
Buffer 4 defense, (you can have a few of these supporting cities as needed)
Ice 1 (snow)
Earth 1 (wall of stone)
Death 1 (increase the number of skeleton cannon fodder your army can support)
Metamagic 2 (for changing your nodes around)
Mind 1 (inspiration)
Mind 2 (charm to assist )
Other enchanting etc
Home guard
Extra nodes available: make 2 death nodes, meaning that all buffer adepts will automatically have raise skeleton without wasting promotions, thus increasing the max number of skelles you can support. Though the real summoning of these skelles will be happening from your more talented C5 mages in the turns between combat while they have nothing else to do.
Phase 2:
Build a Metamagic node (save a unupgraded node for this in phase 1 unless you will be gaining a node from expansion/conquest)
This comes at the stage you have mages, enabling metamagic 2. Upgrade one of the buffer adepts (or a few if you have spare promotions) to get metamagic 2, enabling you to convert your nodes. Change your nodes accordingly to your needs.
As far as I could count you will need to have the following spheres open at some stage in time to fully equip your buffers: Death, entropy, body, spirit, enchant, nature, chaos, earth, ice.
You could simply repetitively re-convert one or two nodes to open up these spheres for the buffers (some you might already have from the palace) while having death 2 at all times is great for the free skeleton promotion.
Phase 3:
Now is time to build your damage dealers. You want all nodes(including metamagic) changed to the sphere you need the free promotions in.
4 mana of chosen sphere of destruction (e.g. fire, sun, air etc)
4 death mana
Build the adepts that will become your damage dealers, and upgrade them with combat 5, spell extension etc. they gain the free promotions for each spell sphere from all the nodes you have in that sphere. At the same time you get the free death promotions to convert some to liechdom. In the turns between battles while traveling they can also summon empowered skelles.
You will want enough adepts build to provide all your T3 summoners/casters, as liech/arc mage. Then extra adepts could always be trained for some extra fireball bombardment while your arcmages are busy doing more important things
The choice of sphere is up to you.
If you’re aiming for level 3 then the aurealis is great with its +2 afinity, though while you’ll be lacking at lvl 2
For the lvl 2 spheres air and fire are great winners for their massive malestorm damage and fireball bombardment replaces the need for catapults. Death is also not a bad support role for lvl 2 summons.
Of course if nodes allow (due to rapid espansion and conquering, and palace bonuses) then stocking up on death and sun could be a long term strategy, at lvl 2 getting a nice death summon and then when reaching arcmage getting aurealis and liech. After creating enough for the national limit then switching nodes to fire and air for some fireball and malestorm supporters.
Phase 4:
Convert ALL mana nodes to affinity for your desired summon. This can be a VERY powerful late move, especially if you went for sun mana, which is fairly useless at lvl 2, but at lvl 3 really shines with the +2 afinity for aurealis. E.g. with 5 sun mana that would boost the aurealis by an addisional 10 points up to 16 strength.
This strategy can be done with any number of nodes, naturally the changing of nodes is done faster if you rotate multiple nodes, though can even be done with 1 node. With the 2 death nodes at all times it provides a good increase in the number of cannon fodder skelles your C5 summoners can generate when they are idle between battle, and then getting the most out of the affinities at the end.
Naturally to get the most out of this you could use Amurites etc for the fast promotions, or Grigori adventurers etc to get total ownage earlier. This would naturally have to be tied into the rest of your strategy to handle early warfare, building etc to keep things going smoothly in the early game before the big cannons come out. I’d also suggest your standard stack supplement of units&heros, making use of the buffs, fireball bombardments, debuffs on enemies, summon cannon fodder etc to clean up the leftovers and get some exp, while protecting the mages from hard hitters and assisins etc.
I haven’t played that much recently, though was very active a couple of years ago, so my apologies if some information is out of date, please update me if something should be done differently.
What are other peoples thoughts on how to best utelize your nodes through metamagic and how to best distrabute skills between the buffers?