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Discussion of the Academy faction (Mages and Wizards). Tactics and their specific features.

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#131
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The point isn't how much mana there will be at levels 15-20, but how aggressively you can play throughout the entire period leading up to that.
That's true, but in the endgame, Nura's ability is practically useless. I'd rather lose 10 gargoyles while clearing neutral creatures than have an ability that is unlikely to help me. And Nazir will have a good Fire Bolt that will deal decent damage. Plus, it will be difficult for the Necromancer to raise troops, as the Fireball often hits 2 or more stacks... (I mean, towards the end). But, as I wrote above, he won't be able to take the Summoning skill... I think that only the irreplaceable Ogre remains...
Fireball, I also wanted to ask for your opinion on the "Elemental Balance" perk, is it worth taking against Necromancers? The likely opponent is Vlad. I think that if you're playing as an Ogre, it's better to take the Earth Lord. They aren't very fast, so you can have time to place 2 groups of mines. But with Elemental Balance, there's a risk, because the opponent might not get a Phoenix in the guild... But again, he will most likely take Overlord... so Elemental Balance wouldn't hurt...
P.S., I think the Overlord perk is essential for mages on medium-sized maps, so I didn't mention it above.

Sincerely, Prizrak.
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