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Some Background;


My campaign is chugging along nicely and I've two vacant shards remaining… one has the ice school and the other is wizardry but I can't decide and whichever one I don't take will almost certainly be snapped up (effectively making those level 3 spells forever lost to me).

Are there any special considerations to these two schools i.e. does taking say, 'teleport' have any strategic value later on?

p.s. If it helps I'm lawful neutral alignment with little interest in the mage hero except as a third wheel on very large shards… General & Archer normally take the 1st and second hero slots.
This question / problem has been solved by EvilLoynisimage
ICE / Winds is the one to pick imho.

- Mass Slow is quite insane, especially if used at the same time as Archers Sabotage.
- This schools 4th level is quite good as well, of the 2, with FireStorm.
- Blizzard Ritual can trap an enemy Hero in it's province for a Turn as well. Not sure how useful it is but it sure has peeved me off quite a few times when enemy uses it against me.

Although I do know some people like to use Teleport when using Commander with Hydra's.
Post edited March 14, 2014 by EvilLoynis
avatar
EvilLoynis: ICE / Winds is the one to pick imho.
snip...
- Blizzard Ritual can trap an enemy Hero in it's province for a Turn as well. Not sure how useful it is but it sure has peeved me off quite a few times when enemy uses it against me.
This was the one that tipped the balance... ice wins!