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Old June 3rd, 2004, 06:05 AM

Cohen Cohen is offline
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Default Re: Death & Blood a little borked?

Don't forget Air buffing spells!
Mistform and Mirror Images (which usually in combo with the +3 Def of Quickness become very deadly, in fact I believe Mirror Images should be easier to break, perhaps removing one mirror image each time it's struck since the warrior realizes he's hit an illusion, and all mirror images if the real unit is struck). Air Queen are the strongest of Elemental Lords, ethereal, flying, mirror images by default (2 out of 3 iirc), can trapeze.

Death is superior to Astral in direct combat magic, since Death spells can't be stopped, while astrals are countered by magic resistance (easily improved by amulet of antimagic).

Astral however is a little more versatile, cause covers all aspects, but it most is beaten by others.

Blood is good for summons, Astral Corruption could be nice, but most of the battle spells require blood slaves in battle that can be easily arrowed, killed, or even burned by your heat in case of Abysya (very sad this aspect ...)

Nature is good too, except for their unique summons, that I believe should be a little "stronger" ... I mean, their problem is = move, and they cannot teleport, only Faerie Trod which is expensive. They can't too raise a lot their magic skill since they've 2 misc slot, so a Druid with a treelord staff can easily get 4N and having too the summoning vinethings bonus.

Water I believe is very nice, but only for a strict selection of Nations, water nations especially.

Fire I believe it's too strict, and not very well working. It should be the best battle magic, for direct damage, but it isn't since it could be resisted, while Death can't. Holy Pyre shouldn't be resisted by FR, if we consider the damage is HOLY and not FIERY, or however it should be affected at maximum by a 50% FR. It lacks of a generic good global. Everyone has the "gem creation global", and fire has 2 specific global, a hot increaser (specific for hot nations), and an anti undead.

Earth path is the best defence by "common" damage. Not very good IMO, except some cranking spells like Forge of the Ancients or Wizard Tower!. E bless isn't very good too ...


Summary of my mind:
Well obviously I believe Air is the most powerful, followed by Death.
Blood is fine, with his strenght and weaknesses.
Nature and Astral are fine too.
Water ... is nice too, quickness + breath of winter are very very good.
Fire is fine except for Holy Pyre as I told.
Earth should have 1 or 2 more defensive buffs, one that could be nice is a MagmaSkin, combined with 1 or 2 ranks of fire, a sort of hot breathe of winter. Or a whirlwind of sharp stones swirling around the caster.

I'd like to see in next patches some new spells with mixed paths.
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