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				March 18th, 2004, 11:43 PM
			
			
			
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 Corporal |  | 
					Join Date: Nov 2003 Location: Atlanta 
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				 Re: Fear of your own Mages 
 
	Water Mages, with Breath of Winter researched, are a health hazard to the rest of your forces that are too close, and probably should not be brought into combat.Quote: 
	
		| Originally posted by Norfleet: 
 quote:Originally posted by Taqwus:
 But yes, water mages can be dangerous; even if they start away from everyone else, there's no guarantee that they won't move closer to the rest of yours.
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 However, they're so useful out of combat that "useless" is far from an apt description: Give him a water bracelet, have him get his lazy *** to work forging clams for you. You'll quickly learn to value him in no time.
 Oh I do this frequently. It's just that if I have a mage with 2 water for combat I have to micromange troops, whereas with other mages just give them some guards and send them into combat. Basically, I meant useless in combat if you don't have undead or other immune troops.
 
 My basic question is what is the reasoning behind this. There are other things I "don't like" in Dominions but there are reasons. Examples:
 
 I don't like starvation, but it's there to require more management of large armies.
 
 I don't powerful spells cosing more gems, but it's there to restrict their casting.
 
 I don't like most mages having few HP, but it's there to balance their power.
 
 I don't like Water 2 mages casting Breath of Winter killing friendly troops if they aren't immune, but it's there because...???
 
 I don't like Magic Duel basically making Astral 1 and 2 mages useless in combat, but it's there because...???
 
 The first 3 are simplistic and I know there are other reasons, but you get the idea. Those seem to make sense to me and lend to a more interesting game. Can anyone complete the Last 2 and tell why those add to balance and gameplay??
 
 Darryl
			
			
			
			
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