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  #1  
Old March 28th, 2008, 03:09 PM

Zenzei Zenzei is offline
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Default Re: Short list and exploits

I find air magic useful to the extreme for all the reasons already mentioned in the above posts. However, I want to add one thing I think is the most important: Cloud Trapeze.
Everyone knows the importance of having right commanders in right place in right time. Cloud trapeze is almost like having those commanders all over the map, all the time. In addition, when making big assaults, nothing beats trapezing thugs.
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Old March 28th, 2008, 04:12 PM
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lch lch is offline
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Default Re: Short list and exploits

Quote:
Baalz said:
I've *never* used MoD and find air power to be considerable.
Same here. Well, I think I may have used it once, but didn't find it that awesome a spell to start with. Fog warriors is an awesome spell, though. As are lots of other things from Air.
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Old March 28th, 2008, 05:14 PM

K K is offline
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Default Re: Short list and exploits

Quote:
lch said:
Quote:
Baalz said:
I've *never* used MoD and find air power to be considerable.
Same here. Well, I think I may have used it once, but didn't find it that awesome a spell to start with. Fog warriors is an awesome spell, though. As are lots of other things from Air.
The one thing air does well at all is Air Shield and Mistform. Thats two spells.

Everything else Air does costs gems, and Air gems are not in my experience a common gem type. For example, building both boosters costs 50 gems and requires A4. Cloud Trapeze, Seeking Arrows, Storm, Arrow Fend, Wind Guide, Wrath of God, and almost every other good Air magic costs gems, and when you factor in the price of making boosters against the number of gems you use for rituals, the raw amount of Air magic you use it very small compared to others. I mean, with Fire I can throw some Fever Fetishes on Scouts and cast Flaming Arrows every battle on top of the fact that I don't have to do anything crazy to get a spell booster (Phoenix Power, in this case). Water can do the same with with sea trolls, Astral with Clams, and Earth with Blood Stones.

Thunderstrike is an OK spell, but it has a small area of effect and your mages fatigue out quickly. People who sing its praises tend to say things like "have you ever seen fifteen mages spamming Thunderstrike?" Yes, but fifteen mages apamming any of the good Evocations is impressive. Air mages are just doing it at a higher fatigue price with fewer kills.

Wrathful Skies is only impressive when you have a small army and they have a small army. Against big armies, I'll take any of the other battlefield destroying spells.
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Old March 29th, 2008, 08:02 AM

Zenzei Zenzei is offline
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Default Re: Short list and exploits

Air magic users definitely do not need to do anything crazy to get their spell booster (summon storm power). Just give Staff of Storms for every mage heavy army you have and you're done. Storm is also a very useful spell in itself and worth one air gem per battle, which is pretty equal to the benefit you get from having a fever fetish/sea troll/clam/blood stone with your army.
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Old March 29th, 2008, 08:26 AM

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Default Re: Short list and exploits

Nothing crazy?

Well, it's certainly possible. Requires Construction 6 and a A4 mage to get Staff of Storms, or similar levels for the Storm spell (Don't remember offhand). Compared to the other path boosters, which mostly take only Conjuration 3 and 2 or level in the path.
(Note that's a native A4 mage, since the Air booster items are also A4)

Beyond that, Storm shuts down Flight and archery, which are generally strengths of the Air nations.
Storm is a situationally useful spell. It's great when you're enemy is relying on archers and/or fliers and you're not. Disastrous when it's the other way around.
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Old March 29th, 2008, 09:47 AM

Zenzei Zenzei is offline
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Default Re: Short list and exploits

I admit earth & fire booster spells are better than air booster spell but water & nature booster spells certainly are not. Astral booster spell is great if you have a lot of mages on the battlefield, otherwise it sucks.

About the tangle between storm/flight/archery: air magic does not equal Caelum, although the birdmen certainly are powerful in it. Nations like Vanheim, Fomoria & Tir na Nog are top notch air users as well and they don't have any of that flight/archery nonsense.

Anyway, I find this discussion about air magic interesting and will start own thread for it soonishly. I will write my own thoughts into guide of sorts and hopefully the discussion will continue there.
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