Quote:
Originally Posted by DGDobrev
These are a must to max for any char in my opinion: Healing, Haste, Stone Skin, Slow, Teleport, Phantom, Target, Time back.
Secondary: Evlin (if you use undead), Resurrection, Berserker, Battle Cry (against dragons and high-init units is great), God Armor
The rest is up to your personal preference and game style.
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Healing for low-level units is pretty useless. Then of course with level 5 units it makes more sense and can be a practical direct damage against undead or to
cure poisoning!
I started to use Haste only with level 3 and the "mass effect". It is very practical during items upgrade to reach the gremlins towers fast. But definitely not a must to me.
Basically there is a serie of spells with the same purpose: to put an enemy stack temporarily out of the fight. Slow, Trap, Fear, Blind, Target (used correctly), Sheep... I prefer Trap and Fear for the cost/efficiency.
Then you have the technique of summoning dummies: Phantom, Demon Portal, Call of Nature (in my order of preference). I don't use them too much (I often have Royal Griffin/Guard and Shamans/totems) but they are very fun.
Eventually the direct damages, well they are not really about strategy so I have no preference. Usually Fire damages are cool combined with the fantastic Oil Mist. But Lighting for example also freezes some targets... The best choice always depends on the enemy type/your items.
My must list: Trap (level 2), Fear (level 3), Helplessness (level 3), Resurrection (level 3), Stone Skin (level 3 for bosses), Calm Rage (level 2), Oil Mist (level 3).
My secondary list: Phantoms (level 1 or 2 or 3!), Rain Fire (level 3), Slow (level 2), Elvin (level 1
for undead), Healing (level 3 for level 5 units).
Edit: I have not tested all the spells of AP yet. Would like to see Death Star and Time Back for example...