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A new series where I do my best to give my first impressions on how I would recommend playing some of the nations of Dominion 6. A lot has changed and I hope my perspective as a Dominions 5 veteran helps you get started! Do note I have not actually played a full multiplayer game as many of these as the game has only come out recently. I may redo some of these videos with more practical experience and information in the future. If you have other ideas or suggestions on playing the nation, please write them in the comments below for others to see and discuss! Shoutout to Sturm for creating the viewable summons at pretender screen mod 00:00 Summary 00:26 Units 02:05 Commanders 03:38 Summons 04:25 Spell Recommendations 06:44 Pretender Design (Bless) 08:47 EarlyGame 10:40 MidGame 11:20 LateGame 12:33 Outro Here are my written notes if that helps too MA Machaka Summary: A nation of African inspired stealthy assassins, spies, spider riding knights, and hoplites. Their magic access is strong and varied, if a little reliant on their capital. Unit Summary The majority of the roster is awful. Hoplites are good. More defense/dmg compared to Arcoscephale hoplites. Pygmies are good with archer buffs. Poison arrow archers in forests (does not stack with poison arrow spell, but does with fire arrows) Spider Knights have a hard time using their ranged attack right now, and that makes them a little weaker before. Very low damage now. Maybe needs a better weapon? Or more strength on their mount? Black Spiders have become VERY strong in dominions 6. Hard to hit rider, better weapon, strength scaling on the spider bite, high MR on spider. Commander Summary Good commanders Good Priests Stealthy spies Stealthy assassins forest recruit mages strong, but expensive recruit anywhere nature mage A lot of contention for capital slots. Glamour vs Earth Summons Summary New spell to summon riderless sacred hunter spider for 2 gems each, cast capital only Spell Recommendations Ignite Arrows+ -- mention poison arrow, but that it needs to do damage and fire arrows does not. Nest of Asps Howl Group Luck Shadowblast Banefire Group Ironskin+ Gift of Giant Strength+ Furious Warriors+ Gift of Splendor / Nightmare Masks Pretender Design Bless the black hunter without tanking scales, this nation is expensive Recommend not tanking production OR order Alternatively bless the stealthy sacred spies to incite unrest everywhere Can fit a titan on this nation too. Gameplay (Early) Clear your cap circle ASAP with black hunters Mass black hunters and rush your opponents Prioritize forests -- for 600g you can start recruiting witch hunters and jumpstart research. Also poison arrow archers. Recruit spider assassins when you can spare the resources Use the tempo from not building a fort for research to attack a neighbor. Likely one that uses cavalry, since they have a bad time versus black hunters Look for lizard shamans. (Midgame) Amass a good amount of stealthy spies and place them ahead of time in your intended target. Incite unrest as the war begins. Leverage your magical versatility Use what assassins you can, but keep in mind Earth magic is very good and only from your capital. Probably worth giving them items to make them more effective. Traditionally this is the strongest phase of the game Look for lizard shamans. Twiceborn special mages (10% randoms in good paths) (Late) Capital mages surprisingly resilient versus remote attacks, spider riders not as much even if the spiders themselves are. Really good access to late game glamour, death and nature (with boosters or summons). Keep up the pressure, be relentless with spies, trade and prioritize nature gems for more sacred spiders. Not having astral can be scary with mind hunt, so make sure you have something with astral magic. You'll need antimagic around this stage of the game.