WarKirby
Arty person
I'm seem to recall Channeling giving a "decreases chance to defend the stack" modifier. At least I thought it did. In ... some mod or another. I coulda sworn it was FF. Guess I'm playing with too many mods to keep this straight.
Yes, it does.
But a str 4 adept with Combat III, still defends the stack over a skeleton he summoned. It reduces the chance to defend, but doesn't eliminate it entirely
And str4 combat III isn't really much use when you're attacked by a str6 Combat V griffon, or spider, or Orthus. Or similar stack of doom.
Yes, I know melee units ought to be used for protecting, but skeletons ARE expendable. It's their role. Their job is simply to die and be replaced, hopefully injuring the enemy in the process. An increased chance to defend the stack would allow this, wasting one of the enemy's attacks, and preventing something more valuable from dying.
Anyways, on a related note. I'm playing an amurite game atm, got into an early war with the bannor, and my adepts are useless. Why does the single most magic oriented faction in the game have such useless starting mana?
Blaze is one of the least useful spells in the game. Unless you're fighting the ljosalfar, it has almost no use at all. Sure, fire mana gives fireballs, but surviving until that point is somethign that has to be addressed first. If you need fireballs, you could easily build a fire node by the time you research sorcery.
Body mana is kind of good. Haste is a nice spell, but being able to run away faster doesn't make the enemy die.
Personally, I'd like to see the Amurites' starting mana changed to Metamagic/Enchantment/Death.
Ok, death may be a bit thematically un-appropriate from a lore standpoint, but from a gameplay perspective, it's utterly essential if you want to make an army composed primarily of arcane units. Even if not death, enchantment at least. When I think of a magic faction, I think of their warriors fighting with magic swords. Even just swapping out fire for enchantment would give them that very necessary edge.
In a present amurite game, I'm barely holding out against a bannor onslaught, by spamming archers incessantly (ranged attacks are incredible). My mages are almost no help at all, and researching an extra two techs (alteration, necromancy) to get decent mana types for warfare, is something I can't afford to do, not to mention that I only have one free mana node.. The real kicker is that the bannor have enchanted weapons, and I don't, thanks to their rushing RoK and building bambur (oh how unthematic)
In short, the amurites need enchantment mana, and possibly death too. They don't need fire, and body is only marginally useful early on.