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View Poll Results: What is the most useful path in your games overall?
Fire 2 3.03%
Air 9 13.64%
Water 0 0%
Earth 6 9.09%
Astral 25 37.88%
Death 18 27.27%
Nature 2 3.03%
Blood 4 6.06%
Voters: 66. You may not vote on this poll

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  #1  
Old June 3rd, 2005, 03:00 PM

RibbonBlue RibbonBlue is offline
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Default Re: Poll: Most useful path of magic?

Nature rocks, charm, lamais, call of the wild for early game for free wolf preduction early game. Gift of health, a bunch of really nice rituals, swarm is a useful spell as well. I like nature cause of their really nice rituals and decent battle magic.
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  #2  
Old June 3rd, 2005, 09:23 PM
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Default Re: Poll: Most useful path of magic?

Fire and water are notably inferior to the other six.

Nature has a full house of useful buffs/debuffs AND a good selection of summons, as well as a handful of spells that mimic the abilities of other schools (eagle eyes, protection, panic).
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  #3  
Old June 4th, 2005, 12:35 AM
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Saber Cherry Saber Cherry is offline
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Default Re: Poll: Most useful path of magic?

Quote:
FrankTrollman said:
How many people play with a Water 9 pretender just for the blessing? I've seen people seriously suggest a Water 9 Son of Niefel or Moloch for Vanheim, Marignon, Jotunheim, and Mictlan. I've seen people seriously suggest an Earth9/Water9 pretender for Pythium, Tien Chi, Marignon, and Man. Some of those are Astral nations, but some of those aren't. In every case, the goal is to get 2 actions per round out of Sacred troops or Leaders (or both).
1.5 per round. But it is cumulative with Quickness. I took W9 as Marignon once, very effectively for the mages, but it was not great on flagellants in that game. Probably helped the Knights of the Chalice but I built few as my money went to Witch Hunters and xbows.

Quote:
A better question would be: how many people play with a Water 4 pretender in a nation with no Astral? In that case, I've still seen it. A Super Combatant Deit with no Water usually can't go under water, which makes him a weak military threat. Furthermore, a Water-free SC can't quicken themselves, which means that they either have to wear Boots or Armor made by another Water Mage, or they have to suck. Quickness is worth it just for the bonuses to attack and defense skills, the fact that it grants a whole set of extra attacks is just gravy.
No... quickness on an SC is not at all essential. It is good on undead SCs, but I avoid it on live SCs due to fatigue, as quickness makes it almost impossible to overcome with reinvig items. Even my Ice Devils never cast Quickness if they get an artifact weapon rather than a Bloodthorn.

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As far as weak sister colors, I'm going to have to say Nature. Vine Ogres have their day, but what is Nature supposed to do after that? Feed the real monsters that are provided by other powers?

-Frank
No nation should be without Nature, excepting Ermor. I build loads of Druids every game and they are always too busy (generally forging) to research. In addition to Oversways', Eagle Eyes (the air version always ends up on archers instead of the mage!), supply items, and dragonflies... Nature has no killer evocation (foul vapors stinks, if you pardon the pun), SC, or artillery but it is still exceptionally useful. I'm not claiming it is a strong path, but it does have many good (support) uses.
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  #4  
Old August 26th, 2005, 10:13 AM

High_Priest_Naresh High_Priest_Naresh is offline
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Default Re: Poll: Most useful path of magic?

fire is cool!
it gives all fire commanders the abilities to have more units in thier army
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  #5  
Old August 26th, 2005, 10:15 PM

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Default Re: Poll: Most useful path of magic?

Poor water...
0%
....
All it has going for it is clams,quickness,and frozen heart.....
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