Note In dom5, and potentially currently in dom6, retuning protected you from taking the additional ticks from decay if your mages hit themselves with WoD. This has been brought up to and acknowledged by the developers as something they will fix so that even if your mage teleports away they will continue to take damage from decay. I don't know if this fix is in yet or not or if illwinter will really put it in, but i want to bring it up because you should not be surprised if your geared mages disappear.
I did not know this! Makes it riskier to use penetration gear. Although most mages that are running this have 18MR, one never knows when the dice are not in their favor... Ring of returning in dom5 also was very safe. In dom6 IIRC it has a greater chance of getting you lost in the void. Although I'm sure it will trigger there as well, unless whatever comes at you has astral fetters...
Another way to pressure wind of death casters is to script t1 spells that hit them with forward positioned mages. It risks the mage(s) that do it, but not too badly, and it means that wind of death caster has to operate w/o ring of returning or it probably just gets hit by basic damage to warp out similar to flyer interrupting it. Obviously you want spells w/o projectile travel time though, things like pillar of fire that can a) reach and b) are likely to do at least some damage even with prohibitive investment into resist. Pillar is pretty late though. Some high-range alternatives: - Falling fires or frost (both now range 50!) - Tstrike - Bane fire (bonus points for legit chance to kill target) - Life for life (doesn't need forward pos, but just as late as pillar) - Mind burn/soul slay/word of power (needs to beat MR, but also doesn't need forward pos) - Lacerating winds (with path scaling range) - There are quite a few more with stuff like water lens or far caster bless These are also nice for gumming up buff scripts if someone tries to SC you, though I think that's harder generally in Dom 6 with twilight timer allowing basic tarpit tactics to screw most SC.
Video idea: best way to set up test games to explore different expansion matchups, spell effectiveness (like this video), etc. Keep up the amazing work!
I'll keep focusing on the nation summary videos for now, but as viewers ask questions or make suggestions I'll pop these out. I like the idea of them. Scratches the in-depth itch I've been ignoring with the rest of my videos.
Lol kinda funny seeing this vidoe after posting the exact question about this strat in your previous video. Great work pal. I hope seeing a full guide on SC and thugs
Great video. Also i must say this is not an advanced, its thorough- which is much bettef for me! I just recently got into dominions, literally only played 2 SP games (one being a nidvangr game using WoD!) and this video was really clear and easy to understand. Thank you
Woo! I'm glad I was able to explain it in a way that's clear and easy to understand! Definitely an IRL morale boost to tackle other complex concepts/spells.
@@ZanGames My specific issue was I was using winds of death in my armies with my blessed nidbathed and the dual weilding units and just wiped a huge army of my own without realising that would happen. I fixed my mistake but then it was too late D:
I'm still salty about that animated bush that got healed during an assassination, so GOOD. But wait, did I miss changes on ring of returning? Or was it just the icon?
A second cast of WoD only tries to place decay on those that succeeded the MR check for the first cast, correct? If you failed the first MR check, the second cast does nothing more to a unit than is already killing them?
All those ones and twos of damage makes me wodner, did they changed curse? And in which path the battlefield wide curse is? Because giving super cancer to armies sounds fun.
Winds of Death is actually decay. The battlefield wide curse is called "Doom" and that is still in the Astral path(alteration7, 4 astral to cast, 1 gem cost). Its definitely a great spell to cast in major battles, or even if you just have an astral mage teleport in to cast and then go home.
I am not sure if I intended this series to be about map wipes, BUT I just instantly deleted an entire Ermorian super communion army in a random weightlessness bless test and it was VERY satisfying. (as EA Agartha) So, yes, we are doing earthquake soon.
Turn1 antimagic is a must. Flyers, or quick turn 1 spells without projectiles are helpful too. Fort hopping can be important at the point this can be spammed. Splitting armies technically, but I know that's always a tough call in most situations. For the most part... just dealing with it tbh. I think toward the end of Lucid's last tournament it was prevalent.
Note In dom5, and potentially currently in dom6, retuning protected you from taking the additional ticks from decay if your mages hit themselves with WoD. This has been brought up to and acknowledged by the developers as something they will fix so that even if your mage teleports away they will continue to take damage from decay. I don't know if this fix is in yet or not or if illwinter will really put it in, but i want to bring it up because you should not be surprised if your geared mages disappear.
I did not know this! Makes it riskier to use penetration gear. Although most mages that are running this have 18MR, one never knows when the dice are not in their favor...
Ring of returning in dom5 also was very safe. In dom6 IIRC it has a greater chance of getting you lost in the void. Although I'm sure it will trigger there as well, unless whatever comes at you has astral fetters...
Another way to pressure wind of death casters is to script t1 spells that hit them with forward positioned mages. It risks the mage(s) that do it, but not too badly, and it means that wind of death caster has to operate w/o ring of returning or it probably just gets hit by basic damage to warp out similar to flyer interrupting it. Obviously you want spells w/o projectile travel time though, things like pillar of fire that can a) reach and b) are likely to do at least some damage even with prohibitive investment into resist.
Pillar is pretty late though. Some high-range alternatives:
- Falling fires or frost (both now range 50!)
- Tstrike
- Bane fire (bonus points for legit chance to kill target)
- Life for life (doesn't need forward pos, but just as late as pillar)
- Mind burn/soul slay/word of power (needs to beat MR, but also doesn't need forward pos)
- Lacerating winds (with path scaling range)
- There are quite a few more with stuff like water lens or far caster bless
These are also nice for gumming up buff scripts if someone tries to SC you, though I think that's harder generally in Dom 6 with twilight timer allowing basic tarpit tactics to screw most SC.
All very true!
Video idea: best way to set up test games to explore different expansion matchups, spell effectiveness (like this video), etc. Keep up the amazing work!
Thats a goodie. Time to open a new notepad file for these...
such a great idea, locking forward to it!
This was a great showcase! I've only used winds of death in an all undead format! Would love to see more short-form strat showcases.
I'll keep focusing on the nation summary videos for now, but as viewers ask questions or make suggestions I'll pop these out. I like the idea of them. Scratches the in-depth itch I've been ignoring with the rest of my videos.
Initially I didnt know it deals damage even to undead units and I nuked like 1,5k skeletons playing MA Ermor. They were my own skeletons of course.
This is the way@@Karboomer
Lol kinda funny seeing this vidoe after posting the exact question about this strat in your previous video. Great work pal. I hope seeing a full guide on SC and thugs
You and others were the inspiration for it! I look forward to titan and thug videos too. Just gotta test them more...
Great video. Also i must say this is not an advanced, its thorough- which is much bettef for me! I just recently got into dominions, literally only played 2 SP games (one being a nidvangr game using WoD!) and this video was really clear and easy to understand. Thank you
Woo! I'm glad I was able to explain it in a way that's clear and easy to understand! Definitely an IRL morale boost to tackle other complex concepts/spells.
@@ZanGames My specific issue was I was using winds of death in my armies with my blessed nidbathed and the dual weilding units and just wiped a huge army of my own without realising that would happen. I fixed my mistake but then it was too late D:
@@juliang8676 if you dont blow up your entire army with magic at least once, can you even say youve played dominions?
TIL how ring of returning was changed 👀
But the real victims were all the bushes who valiantly lost their lives to showcase this strategy
I'm still salty about that animated bush that got healed during an assassination, so GOOD.
But wait, did I miss changes on ring of returning? Or was it just the icon?
@@ZanGames send to the wearer's home province instead of your cap
I think i misspoke... it should be the cap only.
Did the video in one take, thought it was good enough so off it went with little vetting...
Oopsie.
Amazing tutorial!
A second cast of WoD only tries to place decay on those that succeeded the MR check for the first cast, correct? If you failed the first MR check, the second cast does nothing more to a unit than is already killing them?
Correct!
Aren't undead immune to decay? If so why not twice born your crow mages and field them with skeletons?
great video
Good showcase
Thanks!
All those ones and twos of damage makes me wodner, did they changed curse? And in which path the battlefield wide curse is? Because giving super cancer to armies sounds fun.
Winds of Death is actually decay.
The battlefield wide curse is called "Doom" and that is still in the Astral path(alteration7, 4 astral to cast, 1 gem cost).
Its definitely a great spell to cast in major battles, or even if you just have an astral mage teleport in to cast and then go home.
I typically cast wind of death after eating a bunch of beans or broccoli
Viking winds of death super effective
Now do earthquake
I am not sure if I intended this series to be about map wipes,
BUT
I just instantly deleted an entire Ermorian super communion army in a random weightlessness bless test and it was VERY satisfying. (as EA Agartha)
So, yes, we are doing earthquake soon.
What do you feel are some of the best counters to a nation using this strategy against you?
Turn1 antimagic is a must.
Flyers, or quick turn 1 spells without projectiles are helpful too.
Fort hopping can be important at the point this can be spammed. Splitting armies technically, but I know that's always a tough call in most situations.
For the most part... just dealing with it tbh. I think toward the end of Lucid's last tournament it was prevalent.
@@ZanGames I just got smoked in a game with my opponent using this. I was playing LA Jomon. It was only turned 56 so I was not ready for it.