Post by llyr on Jul 28, 2009 1:36:27 GMT -6
I didn't dig very deep to see if this thread already existed, but I figure if it does this will just get deleted...and I'm fine with that too. This will be my first post ever since I used to be part of the Sierra LOMSE forums, before they were unfortunately shut down . I don't know if ManTera remembers me, but I certainly remember him, and it's great to be back and find another thriving LOMSE forum. Anyway, enough chitter chatter, lets get down to business. It's time for me to tell you all why WATER is by far the best faith in Urak!
The Mage Tower:
Priestess: While weak in terms of attack and defense, they have a nice mana pool, especially at high levels and accompanied by artifacts.
Kraken: While worthless early game, they can be an asset to any coastal or ocean encounter.
Water Elemental: Cheap, expendable, yet easily buffed with Bloodlust and Quicksilver. A great addition to mages in a Library or a wandering thief.
Potions: We are the only faith that can make health potions! Can you dig it?
The Barracks:
Amazon Warrior: The developers were correct in stating that water warriors have "no obvious strengths or glaring weaknesses" on the battlefield. While weaker early game, these warriors boast speed, decent attack, and high defense as they grow in level.
Heavy Cavalry: Arguably the second best cavalry in the game, next to the Archon Knights. They are fast, and have amazing attack and defense at high levels. The backbone of any Amazon army.
Lizardmen: While they are very quick for infantry units, I find them quite useless. They may be cheap, but I'd rather spend my ale and gold on Heavy Cavalry.
Corsair: Best boat in game. Period. 36 movement points with exceptional battle prowess.
The Thieves Guild:
Amazon Thief: A favorite in Urak, Amazon thieves have some of the best missile attacks in the game. While their range is short, that can easily be improved using a multitude of artifacts: for example, the Aquaring. I find their quick fast attack rate and sharp javelins a favorable tradeoff for slow movement and average stealth.
Slingers: Tough and fast. Pretty useful at higher levels with Average missile stats and high melee stats for a missile unit.
Seagull: Great overland movement in comparison to other faiths. They can also fly, a definite plus.
The Great Temple:
It is unfortunate that the Great Temple produces such worthless units, in comparison to other Water Buildings and the Great Temples of other faiths. I rarely spend my resources here, but I suppose their are certain advantages that I should mention.
Serpent: While this unit has fantastic stats, it can only be used in naval and coastal battles, which are rare.
Giant Arachnid: Such a ridiculous Legendary Creature. I have no clue what the game developers were thinking. Out of all the creatures of the deep, they chose Spiders? Anyway, it is pretty obvious that players should avoid wasting gold on these creatures. I find their only use to be their immobilizing web which is useful in stopping mages from casting spells. While they can only be summoned once, you can summon as many as you can afford, and they come in bundles of two.
Water Spells
I would argue that Water has some of the best spells in the game. They boast variety in all four categories, lacking only in the offensive category.
Offensive: While Water has no Area Effective damaging spells, Ice Bolt can come in handy to finish off enemies or start off the battle. Bloodlust is extremely useful in boosting stats and Rust is great for using on enemy Warriors. Freeze is extremely useful with a low mana cost.
Defensive: A priestess can easily boost her troops at a low mana cost. Quicksilver is great for missile units and the Amazon Thief. While Warriors and Calvary enjoy Steam Cloud and Guardian Waves. Freeze can also be used defensively to protect a unit who is about to die, even the mage. It can be used to it's fullest effect, when casting it on a warrior who is also buffed with Steam Cloud. Enemies will batter this unit, inflicting no damage, but taking 3 HP damage per hit. I use Freeze as a defensive spell much more often than offensive. Light Rain is also EXTREMELY useful against fire units, packing a punch and slowing them down significantly.
Healing Spells: While the Priestess cannot rival the healing spells of an Elven Enchantress in battle, Healing Waters can easily be selected as the beast Overland Healing spell in the game, healing ones whole party up to full for 10 mana. Gift of Life can also be useful, when paired with Heal Self.
Overland Spells: Fog is great to cast pre-battle and to slow down scouts and enemy parties. Make Land is not only fun, but a great way to reach death and islands early game (if researched.)
Miscellaneous:
Location: On the default map, Water is strategically placed on a sort of peninsula directly bordering two allies and indirectly bordering Chaos and Death, which can be reached easily by sea. Chaos is also an ally, while death is an obvious enemy.
Artifacts: All three Ledgendary Artifacts boost their champion classes significantly, and the Drowning Spell can pack a serious punch, especially since it can be used twice a day. The Blowgun of the Amazons also makes Water Thieves unrivaled among other thieves, especially if used on your Thief Lord.
While I've listed many pros and cons, I believe the pros outnumber the cons significantly, making Water, in my mind, the strongest faith in Urak.
The Mage Tower:
Priestess: While weak in terms of attack and defense, they have a nice mana pool, especially at high levels and accompanied by artifacts.
Kraken: While worthless early game, they can be an asset to any coastal or ocean encounter.
Water Elemental: Cheap, expendable, yet easily buffed with Bloodlust and Quicksilver. A great addition to mages in a Library or a wandering thief.
Potions: We are the only faith that can make health potions! Can you dig it?
The Barracks:
Amazon Warrior: The developers were correct in stating that water warriors have "no obvious strengths or glaring weaknesses" on the battlefield. While weaker early game, these warriors boast speed, decent attack, and high defense as they grow in level.
Heavy Cavalry: Arguably the second best cavalry in the game, next to the Archon Knights. They are fast, and have amazing attack and defense at high levels. The backbone of any Amazon army.
Lizardmen: While they are very quick for infantry units, I find them quite useless. They may be cheap, but I'd rather spend my ale and gold on Heavy Cavalry.
Corsair: Best boat in game. Period. 36 movement points with exceptional battle prowess.
The Thieves Guild:
Amazon Thief: A favorite in Urak, Amazon thieves have some of the best missile attacks in the game. While their range is short, that can easily be improved using a multitude of artifacts: for example, the Aquaring. I find their quick fast attack rate and sharp javelins a favorable tradeoff for slow movement and average stealth.
Slingers: Tough and fast. Pretty useful at higher levels with Average missile stats and high melee stats for a missile unit.
Seagull: Great overland movement in comparison to other faiths. They can also fly, a definite plus.
The Great Temple:
It is unfortunate that the Great Temple produces such worthless units, in comparison to other Water Buildings and the Great Temples of other faiths. I rarely spend my resources here, but I suppose their are certain advantages that I should mention.
Serpent: While this unit has fantastic stats, it can only be used in naval and coastal battles, which are rare.
Giant Arachnid: Such a ridiculous Legendary Creature. I have no clue what the game developers were thinking. Out of all the creatures of the deep, they chose Spiders? Anyway, it is pretty obvious that players should avoid wasting gold on these creatures. I find their only use to be their immobilizing web which is useful in stopping mages from casting spells. While they can only be summoned once, you can summon as many as you can afford, and they come in bundles of two.
Water Spells
I would argue that Water has some of the best spells in the game. They boast variety in all four categories, lacking only in the offensive category.
Offensive: While Water has no Area Effective damaging spells, Ice Bolt can come in handy to finish off enemies or start off the battle. Bloodlust is extremely useful in boosting stats and Rust is great for using on enemy Warriors. Freeze is extremely useful with a low mana cost.
Defensive: A priestess can easily boost her troops at a low mana cost. Quicksilver is great for missile units and the Amazon Thief. While Warriors and Calvary enjoy Steam Cloud and Guardian Waves. Freeze can also be used defensively to protect a unit who is about to die, even the mage. It can be used to it's fullest effect, when casting it on a warrior who is also buffed with Steam Cloud. Enemies will batter this unit, inflicting no damage, but taking 3 HP damage per hit. I use Freeze as a defensive spell much more often than offensive. Light Rain is also EXTREMELY useful against fire units, packing a punch and slowing them down significantly.
Healing Spells: While the Priestess cannot rival the healing spells of an Elven Enchantress in battle, Healing Waters can easily be selected as the beast Overland Healing spell in the game, healing ones whole party up to full for 10 mana. Gift of Life can also be useful, when paired with Heal Self.
Overland Spells: Fog is great to cast pre-battle and to slow down scouts and enemy parties. Make Land is not only fun, but a great way to reach death and islands early game (if researched.)
Miscellaneous:
Location: On the default map, Water is strategically placed on a sort of peninsula directly bordering two allies and indirectly bordering Chaos and Death, which can be reached easily by sea. Chaos is also an ally, while death is an obvious enemy.
Artifacts: All three Ledgendary Artifacts boost their champion classes significantly, and the Drowning Spell can pack a serious punch, especially since it can be used twice a day. The Blowgun of the Amazons also makes Water Thieves unrivaled among other thieves, especially if used on your Thief Lord.
While I've listed many pros and cons, I believe the pros outnumber the cons significantly, making Water, in my mind, the strongest faith in Urak.