Great guide! I've never gotten into the trinity deities but now I'm strongly tempted to. One nitpick: Low-light vision doesn't entirely cover Solar Eclipse; it halves the penalty from -3 to -1. -1 might not seem like a lot, but for your already high-defense knights and your low-attack flagellants it's definitely useful.
My first or second game was with MA Marignon. I thought they were really cool but was dismayed when I got utterly wrecked in early expansion, and thus ended my Dominions 5 playing for the better part of a year. This guide was enlightening to say the least!
And thanks again for these guides. It's important people keep updating them for new updates and so on. I've seen a few older guides that are still relevant on some other channels but certain pretender gods got more or less expensive and various other minor changes to units have occured that might change if that specific build is viable. While the general advice is usually always good there's always the nagging sensation that a recent update might have made some key part of that guide invalid.
I don't think the spell Mari's chicken item gives you is an auto spell. It just gives the wielder the option to cast it instead of another action. 42:30
Thanks for the content mate, there's not enough quality Dom 5 stuff on the 'tube. Quick suggestion though: I love that you cut your footage, and I wish a lot more dom-tubers would. But I think your cuts are a touch too quick, it's a bit jarring when you splice things up after every sentence. In this format it might be good to aim for one segment per unit imo Subbed, looking forward to your next bit
Im new to the game and this nation and Man were my first couple of play through. I liked Man, but Marignon was my favorite. I have found that stacks upon stacks of knights with imprisioned pretender with 7 astral and 8 fire magic, bless with major magic resistance, solar weapons, and awe dominate. Putting the remaining points into dominion 3 growth, production, and 2 order builds a seriously strong economy to support a Knight of the chalice stack supported by supplements of royal guards. Behind that I keep a scattering of crossbowmen and a line of pikeneers to protect my mages from flying units and the like. Its worked out OK so far. They are basic but reliable.
Wait wait wait wait wait... assassination expansion is a thing? I thought PD leaders respawned on the next turn :-/ Do you have to take out all the leaders in one turn or something? Thanks for the vid.
Early unique item gives fear on a 1h weapon, so that has some niche play to it. If someone is going hard against fire the astral side of things isn't too bad. Alt 4 gives access to both luck and body ethereal at AoE 1, you can get these on a fair amount of already-blessed knights and cause a lot of problems if opponent lacks magic weapons. Even if they have them, the luck point buff on stuff that's dealing such good damage is still useful.
You should start off with Lucky, the +10 armour and +4 to attack with the 6 fire points! Lucky gives about an 150% increase in effective health. Armour makes your flagellants arrow proof and your knights invulnerable to spam. +4 attack lets your flagellants actually hit stuff, and +4 attack makes your knights repel for days!
Going Lucky requires awake pretender which means trashing your scales. Good against the AI but doesn't sit very well in MP where people will just gang up on you if you expand too aggressively. I guess that by +10 armor you mean Barkskin? That wouldn't actually be so great without a fire resist bless considering all the fire evos you'll be throwing down on top of your own shit. +4 attack is always nice, but the knights won't repel anything with standard length weapons as the length 3 lance is specifically non-repel (and also discarded after first strike) and the rest of their attacks is length 1 and 0 respectively.
@@JSBGame I was looking at a fight and I saw that the knights activated their repel attacks every single time. Does it work against others with length 1? Else how is this possible? Also, the barkskin made the flagellants arrowproof, so you could just have enough so that some of them make it trough to the enemy mage line, at least that was the tactic.
@@qaz120120 Only superior length weapons on the defending side should trigger a repel check (and the lance has no repel). Were the knights fighting troops using daggers, like wolf tribe perhaps? Barkskin and Luck are nice, for sure (I would pair them with a fire res bless). Main problem is the awake pretender, crushing your scales and requiring hyper expansion to be viable.
@@JSBGame Thanks for your insight. It was indeed most likely wolves or daggers that they fought against. I had the god come in after 12 months and expanded with knights only at the start. It was a single player game, but still, the knights never died and when the hero spawned, I had a ton of them+ the flagellants that have been building up in every province. Is fire protection really worthwhile? How much fire can they possibly dish out?
I'm not sure how actively you monitor the comments but I have a question about the assassins. Is there some trick to knowing if a province is devoid of leaders? I've managed to conquer some provinces with them but I kept assassinating leaders until there were none to be found. But is there a certain number of leaders a province will predictably have? Perhaps if I've killed two leaders I could order two to assassinate the last leader and a third to attack the province? So far there tend to be three leaders
nobody has answered this yet, but from what i can tell no there isnt a way to figure out how many commanders a prov has. usually the max is 3 unless its a throne, then there could be more. I've been having 2 assassins hit the same prov, then the next turn have one assassinate and the other attack. then you can have all commanders assassinated and the prov taken in two turns, while your main army takes other provs. Its not super fast but it has been low risk and worked well.
I want to try this nation with added Ethereal bless. I think hordes of buffed ethereal Flagellants can be quite viable out of the box. Hordes of cheap, disposable, hard hitting, hard to hit troops seems to give a new option that people may not expect to see flooding out after the first year.
I very much appreciated the meme bless at the end.
Oh my God! MOAR!!! Such high quality content xD
Really enjoying the guides, keep them coming! Also, the audio is much better on this one
Yeah what is the audio track? Much better and more fitting for Marignon than the general game music
Great guide! I've never gotten into the trinity deities but now I'm strongly tempted to.
One nitpick: Low-light vision doesn't entirely cover Solar Eclipse; it halves the penalty from -3 to -1. -1 might not seem like a lot, but for your already high-defense knights and your low-attack flagellants it's definitely useful.
Absolutely *loved* the last minute of this.
My first or second game was with MA Marignon. I thought they were really cool but was dismayed when I got utterly wrecked in early expansion, and thus ended my Dominions 5 playing for the better part of a year. This guide was enlightening to say the least!
And thanks again for these guides. It's important people keep updating them for new updates and so on. I've seen a few older guides that are still relevant on some other channels but certain pretender gods got more or less expensive and various other minor changes to units have occured that might change if that specific build is viable.
While the general advice is usually always good there's always the nagging sensation that a recent update might have made some key part of that guide invalid.
I don't think the spell Mari's chicken item gives you is an auto spell. It just gives the wielder the option to cast it instead of another action. 42:30
Thanks for the content mate, there's not enough quality Dom 5 stuff on the 'tube. Quick suggestion though: I love that you cut your footage, and I wish a lot more dom-tubers would. But I think your cuts are a touch too quick, it's a bit jarring when you splice things up after every sentence. In this format it might be good to aim for one segment per unit imo
Subbed, looking forward to your next bit
35:50 that has to be one of the best summaries of flaming arrows I have ever heard. Hilarious.
Im new to the game and this nation and Man were my first couple of play through. I liked Man, but Marignon was my favorite. I have found that stacks upon stacks of knights with imprisioned pretender with 7 astral and 8 fire magic, bless with major magic resistance, solar weapons, and awe dominate. Putting the remaining points into dominion 3 growth, production, and 2 order builds a seriously strong economy to support a Knight of the chalice stack supported by supplements of royal guards. Behind that I keep a scattering of crossbowmen and a line of pikeneers to protect my mages from flying units and the like. Its worked out OK so far. They are basic but reliable.
24:20 how do I get this screen
You press "s" while in the pretender creation screen.
SUCH GOOD VIDEO!! THX!
Wait wait wait wait wait... assassination expansion is a thing? I thought PD leaders respawned on the next turn :-/ Do you have to take out all the leaders in one turn or something? Thanks for the vid.
Early unique item gives fear on a 1h weapon, so that has some niche play to it.
If someone is going hard against fire the astral side of things isn't too bad. Alt 4 gives access to both luck and body ethereal at AoE 1, you can get these on a fair amount of already-blessed knights and cause a lot of problems if opponent lacks magic weapons. Even if they have them, the luck point buff on stuff that's dealing such good damage is still useful.
You should start off with Lucky, the +10 armour and +4 to attack with the 6 fire points!
Lucky gives about an 150% increase in effective health.
Armour makes your flagellants arrow proof and your knights invulnerable to spam.
+4 attack lets your flagellants actually hit stuff, and +4 attack makes your knights repel for days!
Going Lucky requires awake pretender which means trashing your scales. Good against the AI but doesn't sit very well in MP where people will just gang up on you if you expand too aggressively.
I guess that by +10 armor you mean Barkskin? That wouldn't actually be so great without a fire resist bless considering all the fire evos you'll be throwing down on top of your own shit.
+4 attack is always nice, but the knights won't repel anything with standard length weapons as the length 3 lance is specifically non-repel (and also discarded after first strike) and the rest of their attacks is length 1 and 0 respectively.
@@JSBGame I was looking at a fight and I saw that the knights activated their repel attacks every single time. Does it work against others with length 1? Else how is this possible?
Also, the barkskin made the flagellants arrowproof, so you could just have enough so that some of them make it trough to the enemy mage line, at least that was the tactic.
@@qaz120120 Only superior length weapons on the defending side should trigger a repel check (and the lance has no repel). Were the knights fighting troops using daggers, like wolf tribe perhaps?
Barkskin and Luck are nice, for sure (I would pair them with a fire res bless). Main problem is the awake pretender, crushing your scales and requiring hyper expansion to be viable.
@@JSBGame Thanks for your insight. It was indeed most likely wolves or daggers that they fought against.
I had the god come in after 12 months and expanded with knights only at the start. It was a single player game, but still, the knights never died and when the hero spawned, I had a ton of them+ the flagellants that have been building up in every province.
Is fire protection really worthwhile? How much fire can they possibly dish out?
If you want an awake bless, get awe instead. Chalice Knights with awe are really hard to kill in the early game.
Thoughts on cold weapons for a non-incarnate bless?
I'm not sure how actively you monitor the comments but I have a question about the assassins. Is there some trick to knowing if a province is devoid of leaders? I've managed to conquer some provinces with them but I kept assassinating leaders until there were none to be found. But is there a certain number of leaders a province will predictably have? Perhaps if I've killed two leaders I could order two to assassinate the last leader and a third to attack the province? So far there tend to be three leaders
nobody has answered this yet, but from what i can tell no there isnt a way to figure out how many commanders a prov has. usually the max is 3 unless its a throne, then there could be more. I've been having 2 assassins hit the same prov, then the next turn have one assassinate and the other attack. then you can have all commanders assassinated and the prov taken in two turns, while your main army takes other provs. Its not super fast but it has been low risk and worked well.
I want to try this nation with added Ethereal bless. I think hordes of buffed ethereal Flagellants can be quite viable out of the box. Hordes of cheap, disposable, hard hitting, hard to hit troops seems to give a new option that people may not expect to see flooding out after the first year.
that is a really interesting idea
Attica why do you hate luck so much? :(
50:16 - Allahu Akbar! xD
Good guide, keep goin. Btw its MarIgnon or MarignOn?
Hey there, amazon sorceress!
YOLO!!11
Blood veng memes
I found MA Marignon to be the easiest nation to play.
U haven’t seen ulm lol
Sorry for long after comment, but try ashdod since anakites go brrrrr.
Mmm, good very good. Almost too good... HOWEVER!