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BigDisAwesome said:
I don't really use communions myself yet. I just don't see the benefit to it when you could just make a booster or two to buff your paths.
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Forging boosters takes lots of gems. Casting with gems does, too, and a fair bit of micromanagement, plus it gives very heavy fatigue. In the later game you tend to have gold in abundance and what you want are gems. S1 mages are usually cheap mages that you flock together for researching. After they are done with that, using them in communions is a *cheap* way to boost your mages' paths. I don't say that you should send them traveling around with your other mages, but in case you do enter combat in a sieged fort, then having a communion might be better than having a bunch of S1 mages that can rarely cast useful spells in battle. Like most things, communions are a trade-off that you may use or not.
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Baalz said:
I think what it is, is the slaves boost the levels of the slaves as well as the masters, so if you've got 16 slaves they each get +4 to their paths, and if your slaves are decent mages to start with (on par with the masters) then a couple masters cast phoenix power, light of the northern star and power of the spheres and suddenly the spells being cast are *well* below the slave's magic capacity and the fatigue is split by 16.
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Yes, of course, that's the case. If the master decides to cast some powerful spell just because he can barely do it with the magic boost from the communion, then the lower slaves tend to get [censored] by that, of course. I am not sure if the slaves have to be able to cast the spell with their (boosted) magic paths in order for the master to cast it.