Fire Trap

Comments about the Pictures of the Day.

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Kalah
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Fire Trap

Postby Kalah » Apr 22 2012, 12:02

This screenshot was taken a second after the pit fiends walked on top of 3 fire traps and killed themselves.
<p>Thanks to ShadowLiberal.

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solmyrel
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Fire Trap

Postby solmyrel » Apr 22 2012, 17:27

Colorful, but such a waste of mana?!

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ShadowLiberal
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Re: Fire Trap

Postby ShadowLiberal » Apr 22 2012, 18:43

solmyrel wrote:Colorful, but such a waste of mana?!
When you have almost 30 knowledge, plus intelligence, plus mana regeneration, not really.

What's more astounding then the screenshot is that I went through that entire level (Raelag Mission #5) on heroic with zero causalities, and quite a bit of reloading.

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Metathron
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Postby Metathron » Apr 22 2012, 19:13

Fire traps are super fun!
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Avonu
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Postby Avonu » Apr 22 2012, 19:25


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solmyrel
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Fire Trap

Postby solmyrel » Apr 22 2012, 19:44

Firetrap-blowing all over the screen is a strategy mostly regarded to wizards (Nur, for example, who might be able to spawn 16 mines at once via motw ability and almost have the same level of mana after the spellcasting). Still, I understand that here, there are 300 or perhaps 450 spellpoints in reserve. However, I don't see the point of putting mines where they weren't been likely to trigger, as Pit dudes knew hydras' position. With an invisible creature, that would've made more sense, IMO.

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solmyrel
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Fire Trap

Postby solmyrel » Apr 22 2012, 19:52

And yes, I agree with your last paragraph, those fierce beasts regenerate nice - no casualties, and along with Raelag's special they can be quite practical, assuming the balance of initiative.

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Mirez
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Postby Mirez » Apr 23 2012, 11:49

I hate how fire traps don't go off when I push an enemy stack on top of it with the bear riders' special attack. :'(
treants are dendrosexual 0_o

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solmyrel
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Fire Trap

Postby solmyrel » Apr 23 2012, 11:59

Hopefully, harpooners are able to drag creatures, both in fire traps and castle-defending runes.


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