Hibs in Thidranki (ie bG1)

kelind

Fledgling Freddie
Joined
Jun 21, 2004
Messages
34
I posted a while back about the lack of Hibs in Thidranki and the reason was explained to me then. I am happy to say that recently more and more have been coming in and it has really livened the place up. Killing Mids was becoming a bit boring and it is a pleasure to see Hibs beginning to assert themselves. Mind you, the group last night, around 4/5 stealthers plus a caster and a melee was not to my liking (probably cause they owned me too often) but still, keep it coming guys, makes life a lot more interesting.
 

Archeon

Fledgling Freddie
Joined
Dec 29, 2003
Messages
2,047
The most proven way to get Hibs into Thid is to allow them to take the CK. Otherwise all the Ani's don't have anywhere to run back too once they've setup their shrooms :p
 

Synthnal

One of Freddy's beloved
Joined
Mar 13, 2004
Messages
270
Hibs in BG 1 =
Zerg by hib stealthers.
Camp MB with shrooms.
Play chicken by making a endless army of shrooms & running down to mb then running back up to CK.

Not once have i seen Hib groups moving through Thid properly, like albs, mids
 

Lyne

Fledgling Freddie
Joined
Dec 29, 2003
Messages
119
I wasn't in it, but the hibby group last night seemed to be doing a brisk trade running between the three bridges.

It's difficult to deny that groups with an animist don't tend to run all over the place, but that's not generally something that causes legitimate grief. A mobile animist without his garden is a dead animist, until the animist is set up with his little mushrooms he's highly vulneralbe, so it makes sence for him/her to "camp" the garden.

To complain about this would be to invite the argument that bonedancers leave their pets at the portal keep :D
 

Synthnal

One of Freddy's beloved
Joined
Mar 13, 2004
Messages
270
oh .. k .. i see .. Animists only have 1 spell right? ;)
 

Lyne

Fledgling Freddie
Joined
Dec 29, 2003
Messages
119
Animist's camp, they have to or they suck, can't blame 'em for that :)
 

Ctuchik

FH is my second home
Joined
Dec 23, 2003
Messages
10,467
Animists dont have to camp. they have nukes just like any other caster. sure they dont delv for as much as a lets say Dark RM. but they are NOT forced to "camp" with a shroom field. i was doing pretty damn good with my ani on excal when i had him running around with a group.
 

Lyne

Fledgling Freddie
Joined
Dec 29, 2003
Messages
119
Ctuchik said:
Animists dont have to camp. they have nukes just like any other caster. sure they dont delv for as much as a lets say Dark RM. but they are NOT forced to "camp" with a shroom field. i was doing pretty damn good with my ani on excal when i had him running around with a group.

Very true, looking back on it my "suck" argument was a bit harsh :) I still think it's a bit mean that they should be winged at for using their main ability, if the pets wern't rooted I'm sure it would cause a lot more kerfuffle :)
 

Merrilow

Fledgling Freddie
Joined
Jun 24, 2004
Messages
121
Except the animist nukes tend to get stuck on random objects....blades of grass...a particularly large particle of air for example. Even shrooms don't always land on the GT :(
 

kelind

Fledgling Freddie
Joined
Jun 21, 2004
Messages
34
Coming back into this, there have been no mushroom growers in the hib groups that i have encountered, indeed, the only 'complaint' I have is that they and the mids appear to be ganging up on us poor albs,,,,heh.
 

Glacier

Fledgling Freddie
Joined
Jan 12, 2004
Messages
765
would love to see mythic changing it so that the shrooms folow the animist and intercept hits for it! 90% chanse per pet 0.o
 

Gizor

Fledgling Freddie
Joined
Dec 24, 2003
Messages
453
Glacier said:
would love to see mythic changing it so that the shrooms folow the animist and intercept hits for it! 90% chanse per pet 0.o

Really? :p
 

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