Higher Alteration has better spell versions plus Polymorph. Nature wants Alteration first most of the time for Protection spells, Swarm, and Mother Oak at level 5 as the lowest level global generator. Evocation also has some nasty death spells as well as Thaumathurgy to round things up. Death loves Enchantment most of all for skeleton spam (and rigor mortis if you've got undead troops). If your enemy uses a lot of mr-negate stuff, Antimagic at Enchantment is a great army defensive buff. Astral has most of their goodies at Thaumaturgy including the mighty communion spells, then some nice evos (including Mind Hunt), Luck/ethereal buffs at Alteration and Power of the Spheres/Light of the Northern star at Conjuration are great after you've got some other astral spells in your list. Also Strength of Giants at Enchantment 3 is a great group buff but otherwise Enchantment doesn't have much going for earth. Earth mages also want Conjuration for Power and Elementals, Alteration has both buffs and attack/debuff spells (Maws of the Earth will tear most stuff up), Evocation has even more attacks in particular Earthquake. Water Mages have the Quickness spells and Frozen Heart at Alteration, Water elementals at Conjuration, some nice evocations plus can freeze the field with Enchatnemnt's Grip of Winter. Air mages also like Conjuration and Evocation for filling the field with lighting and air elementals (also you need Evocation's Storm to use Storm Power), but then there's Fog Warriors at Alteration that can turn battles around plus Mass Flight at Enchantment that's also pretty strong. If you have archers too, then Flaming Arrows at Enchantment is pretty strong too. Fire mages want mainly Conjuration and Evocation for Phoenix Power, spamming fire elementals and filling the battlefield with fire. What nation are you playing? What paths of magic do you have?
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