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 Post Posted: Thu Dec 10, 2009 6:02 pm 
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So let's say you start a side, and you're lucky enough that you get three of your intended Warlords popping as casters. Which three would you want, and why?

Personally, I'd want a Turnamancer, a Thinkamancer, and a Dirtamancer. Out of all the kinds of casters we've seen so far, they all seem to be the most "powerful" casters. While a Dittomancer seems like a good idea, the problem is that you'd have to risk him in combat to get the best use out of him.

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Last edited by Rosa Vernal on Fri Feb 05, 2010 12:42 pm, edited 1 time in total.
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     Post Posted: Thu Dec 10, 2009 6:13 pm 
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    I'd like Gandalf, so that he's more combat-ready ... but since Erfworld is not Middle Earth, hmmm.

    Depends a lot on what my side strategy is. Usually I'm not very creative with these things so I tend to go to two extremes:

    - The Island. Far off or not easily accessible. Turtle. Stay small and out of the way ... officially. Use sabotage and espionage to keep powerful sides in check, while sending crack teams to accomplish high-score objectives. In this case, Dittomancer or Shockamancer for the commando punch, Foolamancer or Dirtamancer for defense, and Thinkamancer for the communications.

    - The Horde. Crush with overwhelming force. Moneymancer, Turnamancer, Luckamancer. "We have reserves".

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     Post Posted: Thu Dec 10, 2009 6:15 pm 
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    Tough one... I'm thinking a healomancer, a moneymancer, and a luckamancer.

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     Post Posted: Thu Dec 10, 2009 6:20 pm 
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    Sinrus wrote:
    Tough one... I'm thinking a healomancer, a moneymancer, and a luckamancer.


    Why those three?

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     Post Posted: Thu Dec 10, 2009 6:55 pm 
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    Lookamancer(scouting), Weirdomancer(I like the name) and Thinkamancer(communication).

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     Post Posted: Thu Dec 10, 2009 7:12 pm 
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    Well, theres a number of caster combos that would be great depending on what my stratagy was.

    Turnamancer + Dittomancer +Moneymancer would have the resources to pump out a large number of troops with the dittomancer to multiply their power when it really counts as we saw recently on the bridge at Jetstone.

    Predictamancer + Luckamancer + Rhyme-o-mancer: You could become Erfworlds fortune teller and sell your services to other kingdoms like Charlescomm does. You could even get trickey by lieing occasionally for your own benefit.

    Dirtamancer + Dollamancer + Croakamancer: Best in combat clutch casters if you're asking my oppinion. Lots and lots of summoned monsters, works every time.

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     Post Posted: Thu Dec 10, 2009 7:34 pm 
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    Three Retconjurers. :X

    Croakamancer, Dittomancer, and Thinkamancer might be a powerful combination. Dittomancer multiplies uncroaked and doubles massive Croakamancy bonus... Not really sure if they'd need the Thinkamancer for a link. If not... I dunno, maybe replace Thinkamancer with a Shockmancer or something to croak initial swarm.

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     Post Posted: Thu Dec 10, 2009 7:40 pm 
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    I'd like to know more about the fields first.

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     Post Posted: Thu Dec 10, 2009 7:41 pm 
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    the_tick_rules wrote:
    I'd like to know more about the fields first.


    Clicky.

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     Post Posted: Thu Dec 10, 2009 7:45 pm 
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    Hmm.... Are we sure that Dittomancy even works on actual units? Cause the Caster only multiplied the arrows, not the units. I think. It doesn't look like he is doubling the units.
    I'd probably have A Moneymancer, Mathamancer and Predictamancer, be an unstopably Economic Force. =P

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     Post Posted: Thu Dec 10, 2009 7:55 pm 
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    But if I am being forced to pick from what we know I'd go with

    Turnamancer: Sounds like he could really help crank out the units

    Healomancer: Keep those units alive

    Dittomancer: Make them much tougher

    So I'd have a huge army that's very strong and very tough.

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     Post Posted: Thu Dec 10, 2009 8:27 pm 
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    Predictamancer - predict who will defeat us
    Findamancer - Find that dude for me
    Shockamancer (or whatever is the most appropriate assassination style caster) - kill that dude for me

    Alternatively a more speculative setup
    Croakamancy to uncroak tons of units
    Date-a-mancy to freeze the date for those units? So they don't fall apart
    Profit???? I guess we need a moneymancer for that

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     Post Posted: Thu Dec 10, 2009 9:31 pm 
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    Because information is the key to warfare:
    Mathamancer - he gives me information
    Foolamancer - He denies my enemies accurate information
    Thinkamancer - He makes sure that everyone on my side knows the right information

    Depending on what else I might have available, possibly exchange one of the latter two for a predictamancer or a luckamancer.

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     Post Posted: Thu Dec 10, 2009 10:03 pm 
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    Rosa Vernal wrote:
    Sinrus wrote:
    Tough one... I'm thinking a healomancer, a moneymancer, and a luckamancer.


    Why those three?


    All 3 seem like a good all around combination. Luckamancy and moneymancy have infinite uses, and a healomancer is always helpful.

    Another idea, if I were to become Charlie's competition:

    Mathamancer, making money. Isn't that what Charlie's all about?
    Hat Magician, because my mercenaries need a way to get around and portals are always helpful. Plus, messaging hats give me a way to communicate with them.
    Predictamancer, so that I can be where the next customers are before Charlie even knows they need help.

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     Post Posted: Fri Dec 11, 2009 12:06 am 
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    I would want a thinkamancer, foolamancer, and shockamancer.

    Thinkamancer is for communications and everyone we have seen seems to do one heck of a job.

    Foolamancer is because you can not hit what you cannot see. FAQ is a good example of how this could work, and Jack just exudes cool.

    Shockamancer because thy seem to have some power and I like how they seem to work. Caesar would give his proof of how dangerous they are, they give him pause.

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     Post Posted: Fri Dec 11, 2009 12:58 am 
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    I would go with Carnymancer, Dollamancer, Florist.

    Carnymancers sound like they would have a lot of unique and interesting spells that may be exploitable with a bit of creative application.

    Dollamancer mostly because they can make golems. I'm less interested in the cloth golems (although they are useful, I'm sure) and am more interested in the scarecrows and dolls (probably). Also, if a twoll's fabrication special is natural dollamancy, just imagine what sorts of materials an actual Dollamancer can probably fabricate.

    Florist because it sounds like they have plant-related abilities and I have an affinity for plants (in a nature sense, not a gardening sense). And I'm sure I could find a way to make good use of a florist's abilities. Maybe grow some snapdwagons?

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     Post Posted: Fri Dec 11, 2009 4:18 am 
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    Predictamancer, Mathamancer, Luckamancer.

    With those three, I would always be in the right place at the right time for the optimal effect of anything i do (+ extra luck). I could never go wrong.

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     Post Posted: Fri Dec 11, 2009 3:44 pm 
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    Thinkamancer mathamancer and luckamancer. Math to predict crucial battles, luck to tip them in my favor, think to turn units long distance communication tricaster link etc.

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     Post Posted: Fri Dec 11, 2009 5:21 pm 
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    A hard thing to decide. casters are so useful. I guess i would go for a Thinkamancer, a lookamancer and a luckamancer. Then I know the battlefield and can tilt the battles in my favour.

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     Post Posted: Fri Dec 11, 2009 5:29 pm 
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    A thinkamancer, turnamancer, and date-a-mancer. Link 'em up, and we'd never get anything done. We could just sit and flake on an epic scale.

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