Re: Best - worse magic paths
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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