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Old April 6th, 2004, 12:47 PM

Wyatt Hebert Wyatt Hebert is offline
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Default 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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Old April 6th, 2004, 02:02 PM
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Endoperez Endoperez is offline
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Default 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.
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.
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.
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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