Question, what to do with Govannon?
I'll be able to build him in 2t, but considering how expensive he is (320ish hammers) and my current lack of military (need moar mages!) I may decide to hold off on him for a bit. That said it would be foolish to hold off on him for too long, considering he's a big part of Amurites gameplay.
The obvious thing to do with him is make him a teacher, however he is a archmage and since we'll most likely miss Hemah and be in major combat soon it would be silly to pass up on his combat abilities. I think it's best to have a mix of the two personally.
There are a couple of spheres I definitely want Govannon to teach. In descending strength order IMO:
Everything else is probably not strong enough to be taught IMO given the current situation, although it's certainly possible I missed something. Earth and Air are primarily Priest spells, so can wait until Priesthood, but the others want to be taught to everyone ASAP.
As for combat, I mentioned above that Djinn's will be my archmage summon of choice. EitB gave them base 5str, and once Amelia is done with the ToD mana in 2t I'll have 10 mana for base 15str at least (9 palace + 1 law node). The promotions I'll need for that are meta2&3 (meta1 should be free with a 2nd node, as mentioned above) and Spell Extension 1&2 will be useful for mobility on Djinn's as well. I'll include Mobility1 as well for Govannon mobility.
So that's 4-5 promotions for teaching and 5 for combat. 10 promotions requires 101xp, so it should be possible to get everything I've said eventually (Channeling3 + potency caps at 110xp I think, not sure if EitB changed that). I think that's the best way we can use Govannon right now, I do hate to send him in combat since he's so valuable as a teacher but a archmage at this stage will be extremely useful against the Clan. Can you guys think of a better use for him?
I'll be able to build him in 2t, but considering how expensive he is (320ish hammers) and my current lack of military (need moar mages!) I may decide to hold off on him for a bit. That said it would be foolish to hold off on him for too long, considering he's a big part of Amurites gameplay.
The obvious thing to do with him is make him a teacher, however he is a archmage and since we'll most likely miss Hemah and be in major combat soon it would be silly to pass up on his combat abilities. I think it's best to have a mix of the two personally.
There are a couple of spheres I definitely want Govannon to teach. In descending strength order IMO:
- Metamagic - floating eyes is excellent, Dispel is useful and Djinn's will be my summon of choice for archmages. I should create a 2nd node to get it for free.
- Body - Regen & especially Haste are two spells I'll be casting often, better to let line units cast them rather than mages.
- Entropy - Rust will be very useful against the Clan/Vamps. The more units that can cast it the better.
- Earth - Even though Stoneskin can be dispelled, it's still useful to put on any unit that can get it (mainly Priests).
- Air - Collateral is very important, like Stoneskin any unit than can get Maelstrom should.
- Death - Not sure about this tbh. Skeleton spam is overrated but potentially useful as a wall of bone if necessary. Also leads to spectres & liches, but that isn't strong enough on it's own to justify death.
- Sun - Not as useful overall as above spells, but as we have 2 sources of sun it won't cost anything to get. We do have uses for both Scorch and Blinding Light too.
Everything else is probably not strong enough to be taught IMO given the current situation, although it's certainly possible I missed something. Earth and Air are primarily Priest spells, so can wait until Priesthood, but the others want to be taught to everyone ASAP.
As for combat, I mentioned above that Djinn's will be my archmage summon of choice. EitB gave them base 5str, and once Amelia is done with the ToD mana in 2t I'll have 10 mana for base 15str at least (9 palace + 1 law node). The promotions I'll need for that are meta2&3 (meta1 should be free with a 2nd node, as mentioned above) and Spell Extension 1&2 will be useful for mobility on Djinn's as well. I'll include Mobility1 as well for Govannon mobility.
So that's 4-5 promotions for teaching and 5 for combat. 10 promotions requires 101xp, so it should be possible to get everything I've said eventually (Channeling3 + potency caps at 110xp I think, not sure if EitB changed that). I think that's the best way we can use Govannon right now, I do hate to send him in combat since he's so valuable as a teacher but a archmage at this stage will be extremely useful against the Clan. Can you guys think of a better use for him?