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I think the point is that, just like with the Water magic skill, playing as Fortress and Inferno requires either more experienced players or players who use unconventional tactics. And, of course, there are players like me who try to learn something from more experienced players. ;) This is just my opinion; I'm not claiming it's the absolute truth, just sharing my thoughts.
Magic in general is a separate issue. It's clear that the vast majority of players use Earth magic. And that's understandable. The Earth school is famous for having the maximum possible number of useful spells. The beauty of this school also lies in the fact that the spells are versatile.
If we're talking about expert-level slowing, which 99.9% of players use, then the Water school makes sense here. Moreover, the ability to neutralize this nuisance is doubled because it can be neutralized both by dispelling and by healing. Of course, we won't get mass haste, and the effect won't be as neutralizing and useful, but we understand that slowing, as well as curses, and other mass effects that are useful for the enemy and harmful to us, we can successfully neutralize. By the way, what will you do with the same mass berserk or, which is often encountered, petrification/paralysis + blindness for one round? :) Or, for example, if the opponent has Titans, Nagas, and 5 master-level creatures + a hero cast? In my opinion, nothing is better than mass dispel in this case.
Double-casting is also common. That is, the opponent defends himself and casts twice in a row, for example, a shield + stone skin on himself or a curse + blindness on us (there are many options). He spends 2 spells, and we dispel everything with 1. Also, if the battle has dragged on, up to 3 useful spells can be cast on the units. And we dispel them all at once. :)
In general, to understand the beauty of the Fire and Water schools, you just need to try playing, setting a taboo on Air and Earth. Maybe then you'll find new tactics, and the schools won't seem so bad anymore. :)
Magic in general is a separate issue. It's clear that the vast majority of players use Earth magic. And that's understandable. The Earth school is famous for having the maximum possible number of useful spells. The beauty of this school also lies in the fact that the spells are versatile.
If we're talking about expert-level slowing, which 99.9% of players use, then the Water school makes sense here. Moreover, the ability to neutralize this nuisance is doubled because it can be neutralized both by dispelling and by healing. Of course, we won't get mass haste, and the effect won't be as neutralizing and useful, but we understand that slowing, as well as curses, and other mass effects that are useful for the enemy and harmful to us, we can successfully neutralize. By the way, what will you do with the same mass berserk or, which is often encountered, petrification/paralysis + blindness for one round? :) Or, for example, if the opponent has Titans, Nagas, and 5 master-level creatures + a hero cast? In my opinion, nothing is better than mass dispel in this case.
Double-casting is also common. That is, the opponent defends himself and casts twice in a row, for example, a shield + stone skin on himself or a curse + blindness on us (there are many options). He spends 2 spells, and we dispel everything with 1. Also, if the battle has dragged on, up to 3 useful spells can be cast on the units. And we dispel them all at once. :)
In general, to understand the beauty of the Fire and Water schools, you just need to try playing, setting a taboo on Air and Earth. Maybe then you'll find new tactics, and the schools won't seem so bad anymore. :)
Главное- это мир во всем мире.