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The most powerful spells in school of air magic are [[Fly]], [[Dimension Door]] and [[Haste]]. Fly and Dimension Door enables hero to take shortcuts and even ignore [[Border Guard]]s. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the [[speed]] of the creatures in combat. At expert level, it becomes a [[mass spell]], and give +5 speed to all allied creatures. This is such a huge advantage, that it questions why Haste is level 1 spell with such a small mana cost. | The most powerful spells in school of air magic are [[Fly]], [[Dimension Door]] and [[Haste]]. Fly and Dimension Door enables hero to take shortcuts and even ignore [[Border Guard]]s. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the [[speed]] of the creatures in combat. At expert level, it becomes a [[mass spell]], and give +5 speed to all allied creatures. This is such a huge advantage, that it questions why Haste is level 1 spell with such a small mana cost. | ||
Other useful spells in School of Air Magic are [[Lightning bolt]] and [[Chain Lightning]]. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do much more damage than spells. Another handy spell is [[Counterstrike]], which also becomes a mass spell with expert air magic. It enables two extra [[retaliation]]s for allied creatures, which makes it quite deadly specially in the cases like [[Hydra and Chaos Hydra|both hydras]] or [[Vampire and Vampire Lord|vampires]]. [[Precision]] works very well in long battles as ranged units will shoot enemies faster, while [[Disrupting Ray]] helps killing more enemies and cannot be [[cure]]d or [[dispel]]led | Other useful spells in School of Air Magic are [[Lightning bolt]] and [[Chain Lightning]]. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do much more damage than spells. Another handy spell is [[Counterstrike]], which also becomes a mass spell with expert air magic. It enables two extra [[retaliation]]s for allied creatures, which makes it quite deadly specially in the cases like [[Hydra and Chaos Hydra|both hydras]] or [[Vampire and Vampire Lord|vampires]]. [[Precision]] works very well in long battles as ranged units will shoot enemies faster, while [[Disrupting Ray]] helps killing more enemies and cannot be [[cure]]d or [[dispel]]led. | ||
In conclusion, School of Air Magic has only few truly great spells, but they are so remarkable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choice. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive. | In conclusion, School of Air Magic has only few truly great spells, but they are so remarkable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choice. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive. |