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Thread: HatWalk ~ The Virtual Kingdom, Age 76 ~

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  1. #11
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    Central HQ Power Soak

    The Central division is devised as a multipurpose entity. The spearhead aspects include the engagement of dedicated elf and halfling builds. The faery ability to cast self spells can help aid adjoining divisions and the avian tac can augment ailing attack objectives and intel gaps. The bocan can reinstitute Nightmare effects ergo to the seamless function of the human warrior. The bocan can also reinforce Arson integral to the function of the faery rogue. The faery rogue can increase the faery mystic and bocan heretics cast reliability through assassinating wizards.

    A Word on Offensive Duration Spells

    Duration spells have their strengths and the Central division has a sizable array. While this might seem like the division that exerts that strength, my philosophy on duration spells is to spread them throughout the day. Too many kingdoms get lulled into believing the duration is "the duration" without the simple insight that many enemy provinces will ask for friendly Mystic Vortex to rid them of the effects. For example: one of our mystics casting an array of duration spells can be wiped out more efficiently by the enemy in one cast of Mystic Vortex. My philosophy is to badger the opponent with a nominal accumulation of duration effects through the ellipse and recast as each spell fades from different casters.

    Since part of the strategy here is to reduce resistance through Assassinating Wizards we must also expect reduced wpa to make it easier for friendly Mystic Vortex. The emphasis here is to keep duration spells in rotation with the intent of forcing the enemy to use more mana and runes to cast Mystic Vortex if they so choose.

    The same philosophy includes the two spells that have a duration effect that can't be wiped out by Mystic Vortex: Amnesia and Nightmare. Unlike kingdoms that wave in 2 dynamic waves per day, The Virtual Kingdom elliptical wave is a constant pressure strategy like a constrictor or octopus with tendrils grabbing enemy limbs ad nauseam.

    Through Blizzard, Explosions, Meteor Showers, Chastity, Greed, Magic Ward, Barrier of Integrity and Gluttony we can help walk down opponents. Amnesia, Nightmare and sabotage Riots are effects that can't be eliminated through MV. Magic Ward can make Plague more difficult to heal(another reason to have the paladin and undead duo). Nightmare reduces thieves opening up opponents to deeper sabotage. Amnesia reduces science effect which can improve percentages across all offensive fields. Fools Gold is also an underused spell that can force exhaustion on opponents pressed to pay for dragons or wages.

    These are options. Part of the division system is in how it's ergonomic to micro and adaptation on the fly. We aren't forgetting the utility of Fireball. Simply, the highest efficiency in spells, sabotage and attacks are in their first few applications. Instead of going deep with a particular spell we can attack an opponent from the military fundamental of constant flanking until a spearhead is devised. The endeavor is to reduce the opponent in totality rather than zap one strength while ignoring the rest.

    For students of the sweet science, boxing, we observe the Mayweather vs McGregor bout. When we refer to walking down an opponent we do it through using our skills and ability to adapt to conserve energy, use our endurance efficiently and our killer instinct in patient yet frighteningly rapid execution.
    Last edited by StratOcastle; 17-05-2018 at 01:02.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
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