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April 5th, 2004, 11:09 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Battlefield offensive spells
Fire : Flare
Especially if you guys play with "research is difficult" like my group does.
Flare is powerful, easily cast and easy to research. Very underappreciated.
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April 6th, 2004, 03:33 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
Posts: 744
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Battlefield offensive spells
Quote:
Originally posted by CayseP:
Well here are some suggestions sorted by sphere:
Astral: Mind burn / Soul slay
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You feel mind burn is better than paralize?
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April 6th, 2004, 12:18 PM
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Private
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Join Date: Apr 2004
Posts: 2
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Thanked 0 Times in 0 Posts
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Re: Battlefield offensive spells
Don't forget enslave mind. ok it's astral 4, but with R'lyeh you can have it easly.
It's twice better enslaving an unit from killing it. And you can keep the enslaved ones after the battle
bladewind : it's a good spell only if your mage have a good precision.
Air spells: I hate friendly fire, so my air mages cast invocations : false horror, Phantasmal Warrior, gost wolves.
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April 6th, 2004, 12:47 PM
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Corporal
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Join Date: Feb 2004
Posts: 105
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Re: Battlefield offensive spells
Adept, I personally don't like Flare nearly as well as Fireball, primarily due to the much higher fatigue cost of Flare. If you have a mage with 6+ Fire or so, this is irrelevant. Most mages don't get anywhere near that high (early, as you seem to be implying), so the fatigue cost is a concern to me.
Wyatt
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April 6th, 2004, 02:02 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Battlefield offensive spells
Quote:
Originally posted by Azel:
Don't forget enslave mind. ok it's astral 4, but with R'lyeh you can have it easly.
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Enslave might be good, but only R'lyeh and Pythium, and maybe Arco, has easy acces to in the early game. It is a good spell, though.
bladewind : it's a good spell only if your mage have a good precision.
Quote:
bladewind : it's a good spell only if your mage have a good precision.
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It's a wonderful spell versus lightly armored targets, and if your own front line has heavy armor it gets even better. Also, you mage doesn't need better aim but a bigger enemy to aim at!
It's hard to miss a horde of Maenads. But precision would really help if your enemy brought few Summer Lions with him... Talking about precision, I find your next comment somewhat weird:
Quote:
Air spells: I hate friendly fire, so my air mages cast invocations : false horror, Phantasmal Warrior, ghost wolves.
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If you are not happy with the precision of your (air) mages, ther are lots of spells you should check. Wind Guide especially, as it increases the precision (= accuracy) of ALL spells flung and missiles shot by ANY of your mages/arhers. The only exception are spells that are not aimed or those which hit anyway, they just work just as before.
And if you have the gems to call for them, (lesser) Air Elementals are wonderful...
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