![]() ![]() The one who wins every fight is not the master of stratagy. ![]() I suggest you read sun-tzu art of warfair. "A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Decisions are why we play strategy games. Originally posted by Malaficus Shaikan:(this is why i have grown to hate classes.dont limet my choices into predefinite limitations please.) That's the whole point of stuff like to classes. ![]() I also think that Sorcerers should pick all the specializations from the elemental spheres, in order to maximize the amount of extra mana from nodes, but they should have one mastery, to ensure divercity with high level spells.Īll of that, in my humble opinion, of course. For example, Water Mastery would be less beneficial for a Frostling Sorcerer than for an Elven or Draconian one, while Fire Mastery would be less beneficial to Draconians, etc. However, specifically for the Sorcerer, it is obvious that any Elemental Mastery is beneficial, and the choice would also include race weaknesses. One may argue that the Sorcerer does have a healing spell, but it is very costly and can only heal one unit, while healing showers can heal multiple units for less cost. I check the class's weaknesses and strengths, then I select specializations that can cover the weaknesses and solidify the strengths.įor example, selecting explorer as a Rogue or Warlord will always be beneficial, because it strengthens the irregular units that the rogue depends on, and the warlord has plenty.Īnother example is Water mastery for the healing-lacking Sorcerer class, while also adding frost damage(both with direct spells as well as summoning frost elementals). ![]()
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