Re: Best - worse magic paths
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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