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November 27th, 2009, 11:01 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Thanked 397 Times in 200 Posts
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Re: Astral magic seems overpowered
Quote:
Originally Posted by Hadrian_II
Frost brand is the worst brand of all, and water bottle is only useful when you enemy is spamming earth attack on you.
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:P Tell that to my dead golems.
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http://z7.invisionfree.com/Dom3mods/index.php?
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November 27th, 2009, 11:21 AM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Astral magic seems overpowered
Frost Brand may be the worst brand, but that still leaves it as one of the better weapons. And if you're fighting Abysia, it's far better than a Fire Brand.
It's all situational.
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November 27th, 2009, 01:32 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
Posts: 1,133
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Re: Astral magic seems overpowered
FR might be more likely then CR, due to so many items that are popular on SCs giving FR. Also, there are generally other uses for E gems, so Frost Brand makes a great alternative (unless you are going to be fighting hordes of undead.)
My personal fave, actually, is Demon Whip. As long as you don't encounter FR, you're good to go, and it is only Const 2 and 5 F gems. By far the most economical SC/thug weapon.
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November 27th, 2009, 01:46 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Astral magic seems overpowered
Frost brand is better than shadow brand.
Bottle water is ok for assassins.
Water also has tidal wave (vastly underrated), wolven winter, and murderous winter.
Water also dovetails extremely well with water nations. So for example, your cold scales will not affect you (underwater) and can be devestating to heat loving nations. Your summons (winter wolves) are pretty reasonable.
Water has an excellent site searching spell (voice of tiamat). I was against the change that required it to be your province.
Frozen heart, encased in ice, prison of Sedna are all excellent spells. Water is a well rounded school having good construction items, good anti SC, good site searching.
Falling frost is devestating in the hands of someone that knows how to use it... and there are others.
Demon whip is only Con2 in CMB and then only 1.5 or later iirc.
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November 27th, 2009, 01:55 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
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Re: Astral magic seems overpowered
One of Water's greatest strengths though is how effectively it lets you bootstrap into Death and Nature through Streams of Hades and Contact Naiad. With how crucial either of those paths are for winning strategies nations with water magic have a decent advantage right there.
What Water lacks is strong globals and rituals, but no single path can have everything (except Death, or Astral, I guess).
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November 27th, 2009, 03:49 PM
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Corporal
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Join Date: Jan 2007
Location: Next door...
Posts: 160
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Re: Astral magic seems overpowered
Wow, so they finally took away clams? this is news to me
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November 27th, 2009, 04:09 PM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
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Re: Astral magic seems overpowered
Quote:
Originally Posted by Hadrian_II
Quote:
Originally Posted by mathusalem
Quote:
Originally Posted by Hadrian_II
(is there an other use for water gems than clams and boots of quickness?).
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frost brand and sometimes water bottle
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Frost brand is the worst brand of all, and water bottle is only useful when you enemy is spamming earth attack on you.
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Au contraire. Water bottles can be very useful against teleporting SCs (high def high strength units with immunity against awe and blindness and I think life drain and multiple forms), or combined with cold to make them tramplers.
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November 27th, 2009, 05:21 PM
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Second Lieutenant
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Join Date: Jan 2009
Location: Ellicott City, MD
Posts: 401
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Re: Astral magic seems overpowered
Quote:
Originally Posted by theenemy
Wow, so they finally took away clams? this is news to me
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CBM 1.6. Made all gem-producers unique (including bloodstone, but we'll probably see a substitute earth booster next version).
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November 27th, 2009, 05:25 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: Astral magic seems overpowered
Quote:
Originally Posted by HoneyBadger
I also feel that Holy magic should be a fully realized path of it's own, instead of a tiny group of mostly redundant spells, and that it should be combineable with the Elemental paths--and only the Elemental paths--to make up for their straightforwardness and Late Game deficiencies.
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Sounds a bit like the Holy War mod to me...
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November 27th, 2009, 05:29 PM
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Corporal
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Join Date: Jan 2007
Location: Next door...
Posts: 160
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Thanked 12 Times in 4 Posts
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Re: Astral magic seems overpowered
Quote:
Originally Posted by Tolkien
Quote:
Originally Posted by theenemy
Wow, so they finally took away clams? this is news to me
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CBM 1.6. Made all gem-producers unique (including bloodstone, but we'll probably see a substitute earth booster next version).
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So it's only a mod then
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