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Multi realm synergies

Here is my idea on sorcery-life synergy.

From sorcery's perspective, what nature would gain when working with life...
Save-or-die & direct attack spell
- overall save-or-die spell of life and sorcery is similar, sorcery is better overall except against undead which life could do much better against
- direct attack spell from life is more cost effective but have limit to fantastic creature only but what good is it cover undead which direct attack spell of sorcery weak against

Summon & Unit enchantment
- life would give a lot of unit enchantment on basic stats and defend which sorcery lack
- life enchantment would make sorcery creature more deadly
- majority of sorcery creatures have potential to get buffed by supreme light

City & Global Enchantment
- Life offer enchantment on non-magical aspect which sorcery lack
- infinite timestop is possible by life-enchanced economic power

From life's perspective, what death would gain when working with sorcery...
Save-or-die & direct attack spell
- sorcery give offensive option to support life, although it could not deal damage to undead but life not have problem deal with undead part
- save or die of sorcery also could not dealing with non-fantastic creatures
- sorcery offer great debuff spell which life lack of

Summon & Unit enchantment
- of all reasons, sorcery summon is more powerful than life summon overall until coming of archangel
- flight/windwalk/invisibility would be great enchantment for life army as life have none of those equivalent spell
- angel&archangel is badly needed magic immunity!
- spell lock would prevent your precious time spending on enchantment not go for naught.
- magic focus allow magician to cast exaltation, mass healing and invulnerability, and allow normal unit to able to get buff effect from supreme light combat enchantment

City & Global Enchantment
- sorcery offer enchantment which give casting skill which life lack
- spellward could be defend spell against nature and sorcery spell which not cover by life spell consecration

In my opinion sorcery-life is overall solid but weirdly that power lie mainly in mid to late game as main strength is in its peacefulness and potential gamebreaking combo may coming late (if it is coming at all)

Quote from Seravy's opinion
Quote:Life+Sorcery
+Best hero support via artifact powers and buffs
+Best buff stacking potential overall in the game (Life+Spell Lock!)
+Only two realms that have spells that benefit peaceful strategies directly.
+Time Stop is insane with the economic power of Life magic producing near infinite gold
+Overland movement boosting spells help unstoppable Life stacks or units to conquer faster
+Best late game lair/treasure hunting combination (Fast, invisible, immortal hero stacks)
+Buff own economy while dispel/counter enemy economy spells for economy victory
-Both realms lack good direct damage
-Both realms lack quality early game summoning spells, making early game hard, possibly even harder than Life+Chaos, but Aura of Majesty can turn that around

This is mostly about stacking buffs and using heroes, and is excellent at it.
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Here is my idea on sorcery-death synergy.

From sorcery's perspective, what nature would gain when working with death...
Save-or-die & direct attack spell
- save-or-die and attack spell of death realm specialized on normal units which sorcery lack of
- black prayer would increase potency of sorcery save-or-die and and debuff sorcery spell (which clearly better than death in this regard)

Summon & Unit enchantment
- magic resist and magic immunity is what that could help weak resistance death units to last much longer
- cloak of fear and wraith form would extend lifeline for sorcery creature (still better than nothing up to mid-game)
- Focus magic allow life steal range attack on death summon creature

City & Global Enchantment
- Death-Sorcery combo allow maximize power harvesting both by enhance our own and steal from others
- Death offer city curse you don't have

From death's perspective, what death would gain when working with sorcery...
Save-or-die & direct attack spell
- some of sorcery curse on unit is more powerful than death with better save-or-die odd

Summon & Unit enchantment
- sorcery enchantment would make death creature less vulnerable to save-or-die
- focus magic would make undead magician almost vampire-like as it would allow magician to cast darkness, syphon life, reaper slash, possession, black prayer, wall of darkness
- undead djinn with focus magic would turn into even scarier vampire-lord as it allow to cast summon demon, animate dead, annihilate, gate of hades, terror

City & Global Enchantment
- Death-Sorcery combo allow maximize power harvesting both by enhance our own and steal from others
- Sorcery would offer positive city and global enchantment which death lacking

Another great combo, with a lot of early/midgame tricks.

Quote from Seravy's opinion
Quote:Sorcery+Death
+Best at destroying both summons and normal units in and outside combat
+Stack lots of resistance reducing effects to improve the above
+Lots of access to invincibility to abuse the combat spell potential
+Strong Death creatures fix weak Sorcery early game
+Resist Magic covers for Death creatures having low resistance
+Lots of magic power from cities in the late game
+Extreme control during late game as Death globals make it harder to cast and research spells and then you counter them if necessary

Many synergies, no obvious disadvantage, I think this is a great combination.
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