Favorite Sphere of Magic and WHy?

What is your favorite sphere of Magic?


  • Total voters
    44
Keldan said:
I like Body with its spells who change soldiers in killing machine...
I like Chaos with Rage and the random Mutation (very funny)
I like Death with the Lich and the Contagion
I like Earth cause Tremor is fun, Transmutation very useful in some case and Earthquake... well... apocalyptic :D
I like Enchantement because it boost soldiers
I like Entropy for the Balor and the fallout (I love raid my ennemy, don't take cities but let a waste land behind me :D)
I like Fire... Meteor, of course
I like Law for Valor and Unyelding Order
I like Life for the divine spells
I like Mind for Inspiration (one city = one adept :D)
I like Nature, cause Druids are the king of terraformation
I like Spirit for Hope (with Inspiration, this is... mmm... tasty :)) and Valor is useful to get shoes in barbarian dragon skin :D
I like Water for Spring, and although I never test them, for Tsunami and Kraken (the worst nightmare of Lanun, so I think they are their best friends too :))

Damn, I like all sphere, I can't choose only one :/
As usual, my choice depend of the map, the civilisation, the opponents, the style of game, the hour of the night, the position of the moon and the petroleum price.

So my favorite is Dimensional.
:lol:


Ha this is the best explanation ever.
-Qes
 
I voted enchant,ent because since 0.15 I seem to need every possible buff to compete with the annoying Ai. And I'm only playing on Monarch :(

Mind you: Giving enchanted blade to warriors and then upgrade them to archers to give them enchanted arrors is probably a balance issue...
 
Frozen-Vomit said:
I voted enchant,ent because since 0.15 I seem to need every possible buff to compete with the annoying Ai. And I'm only playing on Monarch :(

Mind you: Giving enchanted blade to warriors and then upgrade them to archers to give them enchanted arrors is probably a balance issue...

One could argue they have enchanted bows, and if enchanted again, enchanted arrows. Doublelicious?
-Qes
 
QES said:
One could argue they have enchanted bows, and if enchanted again, enchanted arrows. Doublelicious?
-Qes

I argued that the archers fight with there knifes most of the time and that those are enchanted as well :)
 
Frozen-Vomit said:
I argued that the archers fight with there knifes most of the time and that those are enchanted as well :)

I suppose first striking only happens once in a while. Maybe make the enchanted blades enchanted arrows not stack? One bonus or the other during icombat? That possible?
-Qes
 
I've never been much of a fan of upgrading my warriors into archers. There ought to be a tier-1 archery unit (javalin thrower?) that doesn't require a building... maybe.
 
Chandrasekhar said:
I've never been much of a fan of upgrading my warriors into archers. There ought to be a tier-1 archery unit (javalin thrower?) that doesn't require a building... maybe.
thats a neat idea
could make them 3 of the scout models too.

something like 2 strength and +0-1 first strike? maybe +25 city defense or hill defense? comes with hunting perhaps
 
that prolly makes more sense, since generally melee types are 1 strength more than the archers of their tier.

if they were classed as Archery units theyd be protected from the coverall vs.melee promotions too

so
1:strength:
1:move:
1 Firststrike
+50% City Defense
+25% Hil Defense

it seems right, though i don't think it should require hunting, maybe itd have no requirement since those are worse than warriors even for defending a hill city i think (warriors get +25% city def), though i guess it depends on the worth of first strikes.

maybe a +15% withdrawl rate could make them more useful, not sure, or making them cheaper to make than warriors.
 
Yes, I had them envisioned as a very cheap build. Scouts don't have a tech requirement, right? And I know warriors don't. Why should this tier-1 unit have a requirement, then? It's a pretty specialized build. Also, perhaps "Skirmisher" would be a better name.
 
I notice that nobody seems to like Dimensional magic. That's not surprising: I always try to get some Dimansional Mana at some time to build the Nexus (even though I don't always have enough time to take advantage of it before the game ends), but that's really the only reason I bother adding the useless 'Escape' option to my spellcasters. If I don't want an adept to end up caught in a dogfight, I just don't send him there, period.
 
A good stack of casters, all having Escape, can serve as defense for your core empire - sneak attack? Escape, destroy.
 
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