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Best - worse magic paths
This is a topic that came up already several times on these forums, during Dom2, and very probably in Dom3 too but I might have missed it. But here i go again...
Just curious to know which magic paths people like to play better/less now in Dom3. Me, I like Astral and Death (even separately, not necessarily the combination of the two). I think they perform really well, but I also like them thematically (which for me is also an important part). Air follows close behind. At the bottom? I dont like playing Water too much, although it's useful to invade uw provinces. Fire's not too strong, but I like the way Dom catches the spirit of fire magic ( = destruction), so I dont mind playing it. |
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Best - death and earth, living statues, large area buffes and bladewind ftw ; astral, nature after (especially for the charm powers)
Worse - water... I dislike this mix of underwater and cold with too few original spells. I would like to see frost magic being an independant path and the real water magic having more spells related to... water but usable out of the seas (as well as the old effect for water mages) I also dislike blood... but mostly because of too much MM, it's a great and very thematic path/school anyway. |
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Earth is probably my favorite. It's got a big variety of spell effects and useful spells in all schools.
All the paths have their uses though. |
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Air, Astral, Death and Nature come to mind instantly.
Blood can be great, but it's kind of a special case. Earth, Fire and Water are perhaps less good than the others, but that doesn't mean they are bad. |
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My favorite are now Air and Astral. With research more difficult, I'm really focused on early magic, and early magic is about supporting your non-magic stuff. Air and Astral both have good artillery spells (lightning bolt and mind burn) and great back rank commander survival-enhancers (antimissle and luck items).
Fire seems to have gotten it worst from the shifts in Dom3. Before the excellent early-game artillery made up for the inferior late summons. Now though, between aging, slowed research, and more expensive labs, my artillery banks just don't seem worth it. |
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I love how blood magic captures the feel of "black magic" without being specifically about death. But I use it probably the least except for summoning a couple big dudes later in the game. Death magic is probably the most useful (research skull, skellies, Ghost Riders) and easiest to get rolling (Dark Knowledge, Skull Staff, Revenants).
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I do like Blood a lot too. Battle magic is a pain, as your slaves can get killed easily by archers and make your mages targets too (although they can help in assassination attempts as fodder) and the spells are almost all massive in fatigue. But the summons (Demon Knights at level 4? Yes, please) and items are great, and it's pretty easy to mass slaves quickly and early compared to gems.
But, most nations without blood pick nationals are going to have a really tough time getting blood going, if they can at all without Wish, compared to other schools. |
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blood, death, nature, and abit of fire. I like the summons they give
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Blood, Death, Astral, Nature. Sorcery rules the world.
Weakest ones...Fire and Water. |
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What schools you prefer will depend largely upon what age you're playing in and who you are up against.
Most early age troops are lucky to get pants at all, and a protection of 13 is something you're supposed to be happy about. That makes things like Bladewind a battlefield clearing spell. On the other hand, in the later periods, entire armies can be thrown down where a protectionof 17 is low - and Bladewind might not kill anyone when cast. The dynamics of battle magic are very different in Dominions 3 than they were in Dominions 2. In the previous game, spells like Flame Bolt were essentially worthless as they never hit anyone; yet spells like Frozen Heart were battle-winners because you only needed to kill a few targets to route the other side. With larger armies, Bolts of Cold and Flame almost always hit something, making their effects much more similar to the auto-hit spells at higher research levels. The role of the battle mage is very different from what it used to be. Spells which enhance armies are much nicer, and enemy squads are usually large enough that they'll manage to get to close combat no matter what magical assault they are under. Combats are not won by Fire Darts alone. But perversely, Fire Darts does kill more enemies than it ever did in Dominions 2. War Mages with Water and Fire are essential, but not sufficient. They easily pay their cost and more in even early battles, but they are no longer able to win battles without help from troops. Dominions is no longer a magic game with troops, it is a game of troops that has magic. But if you have the magic and they don't, you'll win. If you have the troops that is. -Frank |
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Death is excellent largely because it's has so much variety. It has virtually no buffs, but it does have good summons starting at the bottom end and going right through to the top as well as good blasts, battlefield spam, and items. It's also easy to power up with items, and the kicker is that it's "self booting" in that you can use items to increase your level to summon higher level death mages who can then take the items and summon more of the same.
I would say that nature is more useful than powerful. I really hate playing without it, but it's hard to crush the world with nature magic alone, primarily because it lacks killing power. I think astral is overrated. It's a great secondary suit, but it has jack for summons and it's excellent BF spells are almost all single target. If i want to kill things one at a time i'll hire a crossbowman. |
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Much depends on what nation is being played and which are your current enemies. |
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Yup, sorcery rules. Astral is still the king in my book with death coming close second. Nature got its key spells nerfed and isn't really essential now, imo (also, it's easy to recruit an indep 1N mage and forge a wineskin or two).
I'd rank earth the 3rd strongest path overall and by far the best elemental path - no weak areas, really. Air is also good but Fire/Water I can easily live without. These things are nation and player dependant, but generally I'd say: 1. Astral 2. Death 3. Earth 4. Air 5. Nature 6. Blood (I don't use it much, but it can be a game winner) 7. Fire 8. Water |
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Why does water have virtually no spells underwater (Not counting summons) Anyways? I can only find one or two battlemagics underwater,and the closest one for research is Level 4!
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Fire has that nice arrow thing.
Water has that nice quicken thing. Double strike sword and double strike boots are kinda nice. |
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Yeah, nice for collapsing from fatigue after two rounds of fighting. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Frank Trollman's post in this thread is excellent.
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Water has great underwater summons, including the sea serpents, which are lovely monsters who eat independents for dinner and don't cost much, in levels or gems. Summon up a dozen in the early stages of the game and you won't be sorry. Earth has built-in usefulness because it's got lots of nice early game forged items that you can make en-masse, and earth drakes, which are really tough for low level summons, esp in early era where armor is at a premium. I'm not too impressed by fire magic. It could use some later game boosts, and more variety. It's nice that you can sell the gems for 15 gold a pop, but earth gems are much more valuable, and they're only worth 10. Is there any good reason why the other gems can't be converted to gold? I know it's probably for balance, but pearls, sapphires, emeralds, amethysts, they're all really valuable, especially the pearls and amethysts in ancient times. Still, gold in the game isn't so valuable a resource that the other gems shouldn't be unconvertable.
But I digress, (I do that a lot) I'd like if you could use mastery in fire to combine more with other paths: more magma, steam, some kind of eldritch death-fire Anthrax spells, maybe something with Astral to make Aether magic? Aether (along with fire, earth, water, air) being one of the Platonic elements. Water, overall, seems to be a little bit more useful, especially considering the ability to freeze your enemies solid. You can set your enemies on fire, but so far I haven't seen this have too much of an effect. Can one troop on fire set nearby troops ablaze? probably, but I haven't seen it yet. Death to me is the most useful, throughout the game, regardless of nation, with astral and earth tied for second. |
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The gems aren't sold. It's called alchemy for a reason. Lead to gold etc. In MP games, all gems have the same price AFAIK. There are already quite a few combination Fire spells. Fire-Air has one - Sulphur Haze. Fire-Earth has the Magma spells, very useful. Fire-Water has the Acid line of spells, and Boil high in Alteration. Fire-Astral has Astral Fires, nice AoE spell that ignores armor but is gneated by magic resistance. Fire-Nature has some low-level spells, Seven Year Fever and such, not very useful, but there's also the new global for the Kindly Ones... Fire-Death has Banefire, Lord of Banefires, Reanimate Archers which summons undead archers armed with magical Banefire bows, etc nasty stuff. Fire-Blood has Devils, Archdevils and Hellfire. Manual page 78 explains the effects of being aflame and frozen. Basically, it's some damage for fire, some fatigue for frost. |
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casting the spell swarm, a level 1 nature spell requiring 1 gem that, iirc produces 20 weak dragonflys or something like that. Using it with undead archers you can get some (practically free) chaff that it dosnt matter if your archers hit or not (since they die after battle)
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I understand your point, and I agree that swarm is a nice delaying spell. But how is this combo (with undead archers) different from using swarm with any other deadly missile attack? Like for example "normal archers with fire arrows"/"swarm" combo? |
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I think blood is very powerful. Early - mid game u will get more blood slaves than u will gems of any 1 other path, a blood 3 mage can get 5 - 14 with a blood hunt in pop. 5000+. U just need to figure out a effective way of getting the unrest it creates down.
U can cast cross breeding for fun which is a very cost effective spell with some very nice effects. Frost fiends r nice when playing Niefelheim, demon knights r pure evil, if u have earth paths as well. From then on it gets better and better. U can easily crush other pretenders/nations just by using blood magic alone. Nature on the other hand lacks killing power but is good for creating large horde armies. Its weakened alot because yr troops no longer starve so items like enormous cauldron of broth r no longer very important. |
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I agree blood is very powerful but the micro (especially for mictlan with all your sacrifices) in mid-late game gets annoying. You forgot to mention that blood has some of the best summonable commanders in the game aswell as some nice battle magic.
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Ritual Magic holds a different place in Dominions 3 than it did in Dominions 2. No longer are you racing to replace your national troops with conjured alternatives. Now you are attempting to supplement your armies of national troops with summonings. This means that summonings like Vine Ogres are no longer the holy grail that makes you automatically win - instead you're looking for units that cover holes in your national army.
Because of that, the ideal summonings vary somewhat between nations. Atlantis, for example, is light on ranged attacks and is looking for something that can cover that weakness. Good alterntives include: [*} Fast Troops. If you can summon something that flies, you can close with the enemy archers before they cut you to ribbons. In the long run, that might as well be Iron Dragons (Earth), but for the majority of your life, the best flyers available are going to come out of Air. [*] Tough Troops. If the guys in front are tough enough, you don't really care what kind of archery you're shrugging off. Late game that can be Tarrasques (Nature) or Juggernauts (Astral), but most of your time you're going to be doing it with Statues (Earth) or Wights (Death, or Water if you can make Unfrozen). [*] Archers. Summonables with archery are fw and far between. But it can be done, and is often devastating if done correctly. Most ranged summonables come out of Blood, but Reanimated Archers (Death) are very impressive as well. -- Which brings us to the rules of gem conservation. Unlike Gold, the amount of gems you get each turn is pretty small compared to the cost of anything you want to make with it. That means that in order to cast the big fun stuff you must save your gems from turn o turn. This also means that anything you cast now essentially cuts into the strength and number of high end spells you will ever be able to cast. Casting a ritual early in the game is an investment in having whupass on the table now, which will hopefully pay itself off by allowing yu to take more provinces, search for more sites, and eventually have more gems to cast more awesome magics when your research catches up. But not casting a ritual is also an investment - an investment in having more gems in a pile when you can cast better spells with them. Vine Ogres are better than Vine Men. Not just "per unit of hero time", but per gem and just overall. If you can manage to stay alive and expanding without squandering any gems on Vine Men, you'll have more gems to make Vine Ogres. And the same can be said of Crushers and Iron Dragons, just on a larger scale. Death has an advantage that it is relatively easy to use Death Gems to advance in Death if you have enough Research. A mage with 2 Death can make a Skull Staff, using which he can make a Mound Fiend. The Mound Fiend with the Skull Staff can make a Skullface, and while wearing those items the Fiend can make a Lich... and that should cover virtually anything you need to do. With enough Research under your belt only the scarcest of side suits won't be enough to make a powerful army of the dead with Death magic. Even the gems generate themselves once you have a Revenant you can spare to cast Dark Knowledge on all your provinces. On the flip side, you have things like Blood. To get the little girls you need to use it at all you need to turn provinces over to having several blood mages spend their time hunting them down. Then to actually cast the spells or make the bonus items requires more blood than most nations ever get on anyone. To get it going properly requires not only taking a nation which has blood hunters already, but generally requires a pretender with at least 4 blood as well. For ease of development, I'd rank them: 1. Death 2. Water 3. Earth 4. Nature 5. Fire 6. Air 7. Astral 8. Blood Oddly enough though, that may put higher priorities for placement on the God for the more difficult developing paths. For "early game", which for this purpose I am arbitrarily defining as "how well can you supplement your army with Level 3 Research and worse", I would have to rate it: 1. Blood * 2. Nature 3. Death 4. Water 5. Air 6. Fire 7. Earth 8. Astral *: Although, that can be misleading. While certainly the Blood Summons at Levels 1-3 are amazing, they are also almost unreachable for many nations and require a kick to your economy you may not be able to support if you actually use them in the early game. Still, Fiends of Darkness are so much better than Cave Drakes that it isn't funny. Note also that national summons can throw that WAY off. And that things develope at different speeds. If you intend to jump to an Enchantment of 5 or 6 quickly an Earth/Air setup or a Water/Death setup is a very strong army supplementation. Seriously, what army wouldn't be made stronger with the inclusion of Gargoyles? -Frank |
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Lamia Queens are much harder to get, though, and they summon more Lamias, so that makes Lamias somewhat less cost-effective than they would have been in DomII.
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I think he means that his armies haven't starved (severely) yet.
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Its just that troops are much more common and supplies more plentiful than dom2, so in comparison to dom2 the +supply items aren't that good. That's how I see it anyway http://forum.shrapnelgames.com/image...ies/tongue.gif
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That means a good marching army no longer needs 8+ Bags of wine, but can instead do it on more like 4 or 5. -Frank |
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It sure seems as though supplies are so plentiful that a good marching army can do with zero bags of wine. Maybe my games just haven't yet hit a point where folks can muster up 500+ strong armies.
The supply boost really hurts Agartha. At first glance, one Agarthan advantage is that they do not need supply. So it seems like it should be a good plan to take a bunch of heat and death scales, to hinder any invading army that does need to eat. But those Agarthan provinces *still* have 300+ supply points. |
Supply trouble depends on who you are...
...ex. if you're playing the Dreamlands with high dominion, you'll acquire hordes of really, really lousy freespawn that still eat as much as far more useful troops.
Of course, since they're freespawn, you might not actually care that they starve -- but if you have real troops backing them up, you may want enough supply because you can't guarantee that it'll be the freespawn who starve twice in a row and get diseased. And also where you are, of course. Wandering through the former territory of the Ashen Empire, you'll still want supply items. |
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Those vine ogres have two fist attacks and a protection of 5, so they cause themselves 11 damage each turn they attack, and the bane lord causes 34 damage per turn. Over the course of the battle, the bane lord will kill 25 vine ogres by himself. The charcoal shield takes five turns to kill one, but since up to 16 will surround the bane lord, you can expect him to kill up to a maximum of about 160 vine ogres given optimum placing. I've seen what fireshield does to vine ogres. On a dragon that's currently at F7 the shield killed 50 vine ogres well before the 50 turn limit. I also know from first hand experience that sea trolls, which are better meat shields than vine ogres will die to a similarly equipped ice devil. Vine ogres were one of the few early research summons that had actual use, despite their expense, throughout the game, which is hardly a bad thing. |
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Mass protection and/or regen make vine ogres alot more survivable and weapons of sharpness (would it work even though they only have fists?) could make them deadly if they hit.
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You could always play an earth heavy nation and take nature on your pretender (he could then summon vine kings to summon vine ogres and lead them)
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On the same note not every nation can acquire the undead archers easily. |
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Talking of lamia queens...
What is their bonus to cast lamias? +1? +2? more? Some EA pans may have N5... |
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