Magic Damage and Magic Resistance

Do you use and like the Magic Resistance promotions?

  • Yes, I use them regularly and find them very useful.

    Votes: 6 5.6%
  • I would use them (more), if they were easier to get.

    Votes: 23 21.3%
  • I only use them in some rare cases.

    Votes: 44 40.7%
  • I never used those promotions.

    Votes: 50 46.3%

  • Total voters
    108
what if you could buy magic resistance promotions in cities with a "Enchanter" improvement? available with ... whatever. :)
 
I was thinking that in my version the Enchantment sphere would pretty much all be cross-sphere buff spells. Tier I Enchantment spells would be temporary buffs, Tier II permanent, and Tier III would create Equipment.

Magic Resistance sounds like a very good Metamagic I/Enchantment II cross sphere spell.
 
After a long debate with myself on the subject of how-to-counter-pyre-zombies-in-numbers-that-outnumber-my-entire-army-several-times I came to a conclusion magic resistance and fire resistance are the key. As soon as I 'wasted' 2 promotions for them on a single warrior (yeah I did badly that game), he could mow them down just like any other axemen. He never got hurt by the boom again. Or at least the game did not inform me he got hurt by it.
 
Bumped/Necroed because of relevance to patch i.
 
MR should be available after combat one and should have 30-40% resistance, followed by a further 30-40% later down the line.
 
I am making a mod that increases the amount of magic used by allowing mages mana, allowing them to cast more often. For this, I plan on making a few changes to the magic resistance promo's.

I plan to make magic resistance unlock at KotE, and have it give 20% resistance and reduce spell damage by 10. Metamagic 1 will be changed to give another promotion (basically an exact copy). Also at Sorcery, a second level will be unlocked. This would allow between the 3 60% resistance and spell damage reduction of 30 - but you would have to give up 2 promotions and research KotE and Sorcery to get it, as well has have a mage with metamagic 1 available.

-Colin
 
I find the base chance to resist spells is way to low, would like to see the combat promotion give 5% per level so 25% at combat 5, that would give enough that combined with current magic resistance promations to have a chance to keep high level units alive or on your side. Really would like to see higher level units have a better base resist chance.
 
I'd also support the notion of making MR available from the start, or perhaps after only one combat promotion, rather than 3.

both sentry and magic resistance should only require 1 star, like cover and shock.

It is nice when all your recon units get it because of the undercouncil. :)
 
i'd say require combat 1 only to be able to get these

and i'd also like to see some of the other promotions that never get used, like the fortifying promotion, defender, etc., get dropped to only requiring combat 2 instead of combat 4 and 5.

i would use them more if i got to use them on units other than my only two high level guys
 
i'd say require combat 1 only to be able to get these

and i'd also like to see some of the other promotions that never get used, like the fortifying promotion, defender, etc., get dropped to only requiring combat 2 instead of combat 4 and 5.

i would use them more if i got to use them on units other than my only two high level guys

defender is absolutely, positively worthless. Even if you are fortified for 5 turns or more, you only get 5% more strength than had you just taken a combat star..... and you can't attack with that strength. Defender needs a buff or should just be dropped.
 
Yeah Defender really needs a buff or be removed from the promotions you can take, and only be given to special units like the gargoyles (like it was originally).
Like Neomega says, it gives +25% defensive strength after 5 turns, while another rank in Combat gives you +20%/+20% in any situation.
 
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