Re: Is Man (Tower of Chelms) the Ulm of LA?
Maybe don't think about Air so much, and think of your mages more for unit buffing than damage spamming.
Okay, A2E1S1 (+1 AESF).
Early, you can easily access Wind Guide for your already awesome longbowmen. With a simple communion, you can add flame arrows with F. And you get arrow fend if your opponent has archers. That will make you very unpleasant in the early game, and your national troops are pretty decent anyway.
For damage spam, don't Storm-Storm Power-Thunderstrike and cripple your archers. Just 2 communioned guys will give A3 for caster and slaves. Use 4 and you'll have A4 casting half-price thunderstrikes, which means a lot of thunderstrike spam. Also note that Earthpower on a master will also reinvigorate your communion slaves. Mostly Use your earth magic. You get E2 mages. That means earth boots for +1E. You've got Summon Earthpower. That's easy access to blade wind. For E1F1 mages, earth boots + summon earthpower to get magma eruption.
You have access to earth's vast array of unit buffs and debuffs. Legions of Steel, Destruction, later on Army of Gold or Lead, and so on. All are in easy reach. You can set up Fog Warriors as well with communion via air. Finally, with E/A, you've got the massive combo of Army of Gold and/or Fog Warriors, followed by Rain of Stones/Earthquake.
Also bear in mind your E/S combo. With E2 mage make earth boots, give to an E1S2 mage, and you've access to all the crystal stuff: coins for +1S, slave/master matrices, shield (E2S3?) and so on. That gives you more leverage as well.
You've got 120 points from Drain. Maybe invest in a rainbow pretender for site searching to get income going. Your troops are hard enough to make you an unattractive rush target, so SC not required. Maybe invest to make you pretender high in a good late-game magic, like Death or Astral.
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