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Posts from Which school of magic do you prefer and why?

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What kind of magic do you prefer?
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Fire and Earth
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All magic is good, but you need to know how to use it! It's not just about always attacking; you can also weaken the enemy with slowing effects, blindness, chain lightning, or create a clone to help yourself! But I think that Earth and Air magic are still the best. Earth has slowing, meteor shower, and explosion, and the city portal – these three things make you think! And Air has chain lightning, flight, and the dimension door, plus acceleration! It's all very cool, but it's hard without a clone, and blindness is also useful. So, I try to use everything!
In reply to -=SecaS=-
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Water – use it for lightning; if you strike, it won't be enough. Air – flight is a great thing! Earth – resurrection or raising the dead, also useful. Fire – it's awful :smile38:
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Well, Earth is undeniably the best school, Fire is quite debatable. It has Berserk, Blind, but the damage-dealing and curse spells are not very useful (especially Unlucky). By the way, does an attack from a creature under a negative Luck effect ever fail? I've never seen it happen:smile32:.
Там бугага - там Ктулху бродит, Креведко на ветвях висит...
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Earth magic. With its help, you can cause a lot of trouble. Create obstacles... Resurrecting the dead is a real nasty trick to play on your enemy!
But in general, the choice of magic depends on the situation.
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Indeed, it would be best to remove all answer options from the poll and leave only one: "depending on the situation."
My sword, my trusted ally, unphased by my aspect.
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Morning, I think it means a "mood-based" option.
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Well, this is a bit different. And in this topic, each player indicates their preferences.
In reply to Астар
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Initially, I choose warrior heroes because you only cast spells once per turn, but you can attack seven times per turn, which is a plus. Then, it's also important who goes first. Cast Haste 1, and you don't need anything else. Warriors rule, no matter what, because you can easily get by with magic of levels 1-2, without significant mana costs. You can cripple a mage simply by blinding their units; they'll just have to remove the blindness, not to mention various spheres of prohibition or cloaks of defiance. Sometimes, the Explosion spell can turn the tide of battle, but only if two players with equal attack and defense stats meet. If these stats differ significantly, no explosion will save the mage. The most common spells are Slow and Haste. Based on the post, I'd say: Earth - Slow, Portal (if it's used), I don't include Explosion here because the Expert magic doesn't significantly affect its damage; Resurrection; Air - Haste, Teleport. There's also one useful Expert magic, Water, because of Prayer, and I think Clone is a good spell for removing enchantments. Fire at the Expert level is useless; none of the skills affect multiple targets, and Blindness and Berserk can be cast quite well anyway, as the duration depends on the strength of the magic. There are many other decent spells, but they are used only if the above-mentioned ones are not available, out of desperation. In my opinion, casting various force fields, etc., when you already have Blindness, Resurrection, Slow, Haste, and Berserk seems pointless. I develop my hero to be approximately 70% warrior and 30% mage. My choice is EARTH and AIR; if I happen to learn Water, I won't be upset, but Fire can go to the trash.
In reply to xSEKTORx
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xSEKTORx
The expert-level fire spells are not very effective; none of the spells have a mass effect, and Blindness and Berserk can be cast quite well without them.
Sacrifice, Frenzy, Wall of Fire, Bloodlust – these are the best mass attack spells, and Blindness elevates Fire above Water and puts it far ahead of Air. Berserk, by the way, "has a mass effect" and affects units in 19 cells instead of just one. :smile32:
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and the curse doesn't count anymore?
In reply to RiMpel2
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RiMpel2
What about the curse? Doesn't that count?

Rage, wall of fire, and other spells... they don't compare to acceleration and deceleration. And even other spells have alternative counters. Regarding the Berserker, I highly doubt it's a mass spell (though I'm not sure, I might have forgotten because I never take fire spells). Regarding blindness, you don't necessarily need to level up the fire magic to the expert level (which is what we're talking about). You can already blind enemies quite well without learning that magic (or is blindness also a mass spell? :eek: :))

And if players are using teleport, I'll see what you have to say when you can teleport once instead of four times. And regarding the Berserker, if it's a mass spell, I agree that fire magic might be worth learning, especially if your faction goes first (Phoenixes, Humans, Inferno, maybe even Elves).
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Yeah... cast "Armageddon's Arrow," took out a single level 1 unit with it (it's not strong enough for more), and then they cast a spell on your Chaos Druids, and that's it for you and your Chaos Druids...
Each school has its own unique spells; it all depends on whether they are available in the guild and how well you can use them. Although I usually start with Earth magic, Fire has spells that Earth can only dream of – it's just that Fire is weaker than Earth at lower levels.
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xSEKTORx, study the basics and play more (especially with other people). Your post is completely pointless.

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