Absorbing creations: necessary?

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AuthorTopic: Absorbing creations: necessary?
Councilor
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Cold resistance seems a bit less common--or at least less annoying--than fire resistance or magic resistance. Magic creations from glaahks up all resist magic heavily (though the ability to take attacks from enemy magic creations is probably enough justification to shape a magic creation, something my party was lacking). And the whole last portion of the game is basically fire-resistant drayks and drakons (not really, but there are a lot). Physical damage is pretty reliable, but rarely spectacular.

Dikiyoba.

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Episode 4: Spiderweb ReloadedEpisode 5: Spiderweb Resistance
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Raven v. Writing Desk
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Yes, fire resistance is everywhere and fire attacks suck. Magic resistance is also an issue since where it does exist, it tends to be high (i.e. wingbolts). This is actually one of the things that makes kyshakks so spectacular -- their high HP and electrifying effect gives them an advantage over otherwise comparable wingbolts in a 1-on-1 fight. A team of cryoas, drayks, and kyshakks can sweep wingbolts and other magic creations.

I remember somebody saying once that in the PC version of G4, drayks do fire damage and not physical damage (which makes more sense anyway). Unfortunately, that devalues them entirely.

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Slarty vs. DeskDesk vs. SlartyTimeline of ErmarianG4 Strategy Central
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Posts: 3560 | Registered: Wednesday, November 7 2001 08:00
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Originally by Slartucker:

quote:
I remember somebody saying once that in the PC version of G4, drayks do fire damage and not physical damage (which makes more sense anyway). Unfortunately, that devalues them entirely.
They do.

Dikiyoba.

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quote:
Originally written by Disappearer:

Yes, fire resistance is everywhere and fire attacks suck. Magic resistance is also an issue since where it does exist, it tends to be high (i.e. wingbolts). This is actually one of the things that makes kyshakks so spectacular -- their high HP and electrifying effect gives them an advantage over otherwise comparable wingbolts in a 1-on-1 fight. A team of cryoas, drayks, and kyshakks can sweep wingbolts and other magic creations.
If you use them properly, a team of wingbolts can easily sweep an equal group of enemy wingbolts, so this doesn't really mean much. Kyshakks are terrible and I hate them, high HP be damned. A tier-4 creation should not have difficulty hitting enemies even with buffs and boosted stats.

I'm convinced that an all-wingbolt party is optimal in G4 for all but a few very specialised tactical situations.

[ Saturday, April 19, 2008 10:19: Message edited by: Thuryl ]

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Interesting. I'm still inclined to go with drayks due to their significantly cheaper essence cost, which allows you twice as many for most of the game.

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Slarty vs. DeskDesk vs. SlartyTimeline of ErmarianG4 Strategy Central
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quote:
Originally written by Disappearer:

Interesting. I'm still inclined to go with drayks due to their significantly cheaper essence cost, which allows you twice as many for most of the game.
Except that there's a 7-creation maximum. A Lifecrafter or Shock Trooper can easily have 3 wingbolts as soon as they become available and a full complement of seven by the endgame. Having 6 drayks at the point where you can have 3 wingbolts won't allow you to output all that much more damage, and your creations will die much more easily due to lower HP and resistances. Also, making drayks early and switching to wingbolts later means your wingbolts will have less time to level up -- since a creation's HP is proportional to the square of its level, this makes a big difference.

Wingbolts have one and only one big weakness: enemies that resist magic but attack with something else. This includes Eyebeasts, Unstable Firebolts and not much else.

[ Saturday, April 19, 2008 18:25: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
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Raven v. Writing Desk
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Also Inferno Wyrms, Glaahks, and Ur-Drakons. Ur-Drakons are the only real issue there. But drayks aren't really any better off; and there aren't tons of ur-drakons running around anyway.

I'm skeptical that any lifecrafter will have >450 essence available at the beginning of chapter 3 when drayks and wingbolts first become available. (That's what 3 wingbolts cost, if you want them to be controllable, and that's without saving a little essence for spellcasting.) Although having 900 by endgame is quite doable. You may be right...

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Slarty vs. DeskDesk vs. SlartyTimeline of ErmarianG4 Strategy Central
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quote:
Originally written by Disappearer:

I'm skeptical that any lifecrafter will have >450 essence available at the beginning of chapter 3 when drayks and wingbolts first become available. (That's what 3 wingbolts cost, if you want them to be controllable, and that's without saving a little essence for spellcasting.)
My no-magic shock trooper managed it, but admittedly, the operative words there are "no magic".

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The Empire Always Loses: This Time For Sure!
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Electric Sheep One
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My Shock Trooper dithered inefficiently between melee and magic, but pumped Intelligence steadily enough to have three Wingbolts (plus a couple of leftover Vlish) against Monarch. Wingbolts are certainly the best all-round creation, especially if you make them early, because they can level a lot through Chapter 3, which has practically nothing magic-resistant in it. I found that it made life easier, though, to include a drayk or two, and later a couple of Drakons, just for the occasions where fire damage was called for. You have to heal them a lot when you encounter Kyshakks, but I think it's worth it to decrease the tedium of magic-magic duels.

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I liked gazers in BOA :( They were pretty and colourful. :D

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