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Old November 26th, 2003, 09:52 PM

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Default Air vs Nature

Blessing Effects.

I have never found myself in a situation where I had to say to myself "Air 9 would be great on this unit". I believe that is an oversight.

With the somewhat limited use of missile weapons; the fact that most sacred units cannot be mass produced because they are capital only it means if you are going to go for a good bless effect; it needs to count.

To that end; Air got the short end of the stick. The base ability at 4+ is decent ability Air Shield 20+. It isn't the best around but it can apply to a variety of units and is semi-useful. The point I find hard to justify is Air 9 and 75% Shock.

Now, I know in Dom1 there were issues with mass Air Elementals and the superiority of air and I *do* see it's usefulness. But I what I do not see is it's cost for effect. Especially when I have an example in another bless effect that has both a resistance and an additional powerful effect. Now maybe I haven't been hit by enough massings of spring hawks with orb lightnings everywhere to justify it.

Can anyone give me examples where this ability has dramatically changed their sacred unit's survivability?

Now lets look at Nature 9. Base ability 4+ is Berserk1+ 1 point per 2 levels. At Nature 8 +3 Berserk. Berserk is an all around great ability. Even alone this is a good ability to have on sacred units and makes for a good choice. The secondary ability at Nature 9, is Regeneration and 50% Poison Resistance.

Not just one powerful effect (Regeneration) but kind of an 'extra' thrown into the mix with the Poison Resistance. This hampers one entire race's troops type of damage (Atlantis). Plus regeneration and the berserk ...

Am I wrong in my thought pattern; or do people use Air 9 consistantly and I'm just not seeing it?
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