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March 28th, 2008, 01:45 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Short list and exploits
Quote:
K said:
Air magic only has two good battlefield spells, which are MoD and Fog Warriors. Considering that Air magic is the weakest of all the magics considering its very high casting requirements and fatigue, its lack of AoE spells, and difficulty in crafting boosters, then removing MoD is just nerfing an already weak Path.
I wouldn't play an Air nation if MoD was gone. Period.
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I call bull on this. Arrow fend, mass flight, and wrathful skies are all very good spells in several situations. Lighting is the only consistent, easy to access AN damage. Air magic gives you access to flying items - *huge*....seeking arrows - *huge*. I've *never* used MoD and find air power to be considerable.
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March 28th, 2008, 01:59 PM
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General
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Re: Short list and exploits
One of the problems with Air is that there's little synergy.
Air lets you boost archery and shut it down with storm.
Mass Flight can be great, but again storm shuts it down.
To use Storm Power to boost your air magic, you need a Storm.
Which shuts down archery and flight and cripples your precision.
Particularly frustrating since several of the Air nations are also archer heavy nations, Caelum and Man.
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March 28th, 2008, 02:03 PM
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Re: Short list and exploits
I feel storm should be a water spell(maybe mixed with air)... especially since you cannot have a storm without rain/water.
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March 28th, 2008, 02:07 PM
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Major General
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Join Date: Oct 2006
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Re: Short list and exploits
I believe there is a water version as well right?
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March 28th, 2008, 02:14 PM
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First Lieutenant
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Re: Short list and exploits
You talking about "rain", Foodstamp?
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March 28th, 2008, 03:07 PM
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Major General
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Re: Short list and exploits
Quote:
Cor2 said:
You talking about "rain", Foodstamp?
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Yup, if I remember correctly it works the same and only costs 1 water gem? I don't have the game/manual in front of me so I am working by memory.
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March 28th, 2008, 03:17 PM
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Sergeant
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Re: Short list and exploits
Quote:
Foodstamp said:
Yup, if I remember correctly it works the same and only costs 1 water gem? I don't have the game/manual in front of me so I am working by memory.
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It's a different effect i think. Rain makes fire ends faster, make fire spell more fatiguing and a couple other things. It does not affect flying units as far as i remember, and im absolutely sure it does not affect "summon storm power" or the power effect of orb lighting and other "spell is stronger during storm" spells.
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March 29th, 2008, 07:51 AM
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General
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Re: Short list and exploits
Quote:
NTJedi said: I feel storm should be a water spell(maybe mixed with air)... especially since you cannot have a storm without rain/water.
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You can have a windstorm without any water.
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March 28th, 2008, 02:22 PM
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Sergeant
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Join Date: Feb 2008
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Re: Short list and exploits
Quote:
thejeff said:
One of the problems with Air is that there's little synergy.
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That's true. But still, it is a great great combat magic. The best one in my book.
Thunderstrike is better than falling frost or fire clouds, it is more versatile than blade winds (Which wont do jack on armored units). Air mages get more precision, which is great, and air mages also can cast mistform for example to protect them from strafing arrows. Coupled with a few great early combat buffs (like wind guide, arrow fend) and a few good battle enchants (like wrathful skies), plus the fact it is AN, make it a great artillery school of magic.
Plus it's the second best one, after astral, for thugs. Mirror image and mistform are 2 very good spells as well.
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March 28th, 2008, 03:09 PM
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Sergeant
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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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