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November 9th, 2006, 03:11 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: Best - worse magic paths
Blood, Death, Astral, Nature. Sorcery rules the world.
Weakest ones...Fire and Water.
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
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November 9th, 2006, 03:38 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
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Re: Best - worse magic paths
Quote:
Nerfix said:
Weakest ones...Fire and Water.
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But instead here you get the best bless effects and combat stats (+AT/DEF)
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November 9th, 2006, 03:48 PM
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First Lieutenant
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Location: N. California
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Re: Best - worse magic paths
Death is excellent largely because it's has so much variety. It has virtually no buffs, but it does have good summons starting at the bottom end and going right through to the top as well as good blasts, battlefield spam, and items. It's also easy to power up with items, and the kicker is that it's "self booting" in that you can use items to increase your level to summon higher level death mages who can then take the items and summon more of the same.
I would say that nature is more useful than powerful. I really hate playing without it, but it's hard to crush the world with nature magic alone, primarily because it lacks killing power.
I think astral is overrated. It's a great secondary suit, but it has jack for summons and it's excellent BF spells are almost all single target. If i want to kill things one at a time i'll hire a crossbowman.
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November 9th, 2006, 04:36 PM
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General
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Location: az
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Re: Best - worse magic paths
Quote:
Tyrant said:
I would say that nature is more useful than powerful. I really hate playing without it, but it's hard to crush the world with nature magic alone, primarily because it lacks killing power.
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Yes nature works more in combination with other paths to be effective. A few examples would be gift of reason on the tartarians, swarm spell with undead archers, and gandalfs tornado with charm.
Quote:
Tyrant said:
I think astral is overrated. It's a great secondary suit, but it has jack for summons and it's excellent BF spells are almost all single target. If i want to kill things one at a time i'll hire a crossbowman.
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I always want some units with astral, but not my pretender unless he's a astral_7 or better. Astral works great for giving a large enemy of units the curse mark or providing increased magic resistance for your units. And the buff spells like body ethereal and luck are for already powerful units such as demon knights.
Much depends on what nation is being played and which are your current enemies.
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November 9th, 2006, 06:34 PM
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Private
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Join Date: Oct 2003
Location: Rovaniemi, Finland
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Re: Best - worse magic paths
Yup, sorcery rules. Astral is still the king in my book with death coming close second. Nature got its key spells nerfed and isn't really essential now, imo (also, it's easy to recruit an indep 1N mage and forge a wineskin or two).
I'd rank earth the 3rd strongest path overall and by far the best elemental path - no weak areas, really. Air is also good but Fire/Water I can easily live without.
These things are nation and player dependant, but generally I'd say:
1. Astral
2. Death
3. Earth
4. Air
5. Nature
6. Blood (I don't use it much, but it can be a game winner)
7. Fire
8. Water
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November 9th, 2006, 08:21 PM
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Corporal
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Join Date: Oct 2006
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Re: Best - worse magic paths
Why does water have virtually no spells underwater (Not counting summons) Anyways? I can only find one or two battlemagics underwater,and the closest one for research is Level 4!
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November 9th, 2006, 09:01 PM
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Corporal
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Join Date: Jun 2006
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Re: Best - worse magic paths
Fire has that nice arrow thing.
Water has that nice quicken thing. Double strike sword and double strike boots are kinda nice.
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November 10th, 2006, 03:24 AM
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Major
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Join Date: Nov 2003
Location: Finland
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Re: Best - worse magic paths
Yeah, nice for collapsing from fatigue after two rounds of fighting. 
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November 12th, 2006, 09:16 AM
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General
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Re: Best - worse magic paths
Water has great underwater summons, including the sea serpents, which are lovely monsters who eat independents for dinner and don't cost much, in levels or gems. Summon up a dozen in the early stages of the game and you won't be sorry. Earth has built-in usefulness because it's got lots of nice early game forged items that you can make en-masse, and earth drakes, which are really tough for low level summons, esp in early era where armor is at a premium. I'm not too impressed by fire magic. It could use some later game boosts, and more variety. It's nice that you can sell the gems for 15 gold a pop, but earth gems are much more valuable, and they're only worth 10. Is there any good reason why the other gems can't be converted to gold? I know it's probably for balance, but pearls, sapphires, emeralds, amethysts, they're all really valuable, especially the pearls and amethysts in ancient times. Still, gold in the game isn't so valuable a resource that the other gems shouldn't be unconvertable.
But I digress, (I do that a lot)
I'd like if you could use mastery in fire to combine more with other paths: more magma, steam, some kind of eldritch death-fire Anthrax spells, maybe something with Astral to make Aether magic? Aether (along with fire, earth, water, air) being one of the Platonic elements. Water, overall, seems to be a little bit more useful, especially considering the ability to freeze your enemies solid. You can set your enemies on fire, but so far I haven't seen this have too much of an effect. Can one troop on fire set nearby troops ablaze? probably, but I haven't seen it yet.
Death to me is the most useful, throughout the game, regardless of nation, with astral and earth tied for second.
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November 12th, 2006, 12:42 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Best - worse magic paths
Quote:
HoneyBadger said:
Earth has built-in usefulness because it's got lots of nice early game forged items that you can make en-masse, and earth drakes.
It's nice that you can sell the gems for 15 gold a pop, but earth gems are much more valuable, and they're only worth 10.
I'd like if you could use mastery in fire to combine more with other paths: more magma, steam, some kind of eldritch death-fire Anthrax spells, maybe something with Astral to make Aether magic? Aether (along with fire, earth, water, air) being one of the Platonic elements. Water, overall, seems to be a little bit more useful, especially considering the ability to freeze your enemies solid. You can set your enemies on fire, but so far I haven't seen this have too much of an effect..
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Sea Serpents and Cave Drakes can be good in the early game... but they are also expensive. 8 gems is often way too much, even in the early game, because you could save those gems and use them for something better AND more cost-effective later. Cave Drakes are good... but are they worth 8 gems? That's much harder question.
The gems aren't sold. It's called alchemy for a reason. Lead to gold etc. In MP games, all gems have the same price AFAIK.
There are already quite a few combination Fire spells. Fire-Air has one - Sulphur Haze. Fire-Earth has the Magma spells, very useful. Fire-Water has the Acid line of spells, and Boil high in Alteration. Fire-Astral has Astral Fires, nice AoE spell that ignores armor but is gneated by magic resistance. Fire-Nature has some low-level spells, Seven Year Fever and such, not very useful, but there's also the new global for the Kindly Ones... Fire-Death has Banefire, Lord of Banefires, Reanimate Archers which summons undead archers armed with magical Banefire bows, etc nasty stuff. Fire-Blood has Devils, Archdevils and Hellfire.
Manual page 78 explains the effects of being aflame and frozen. Basically, it's some damage for fire, some fatigue for frost.
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