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Master of Magic - Implode's Multiplayer Edition • View topic - Why chaos magic is weak.

Why chaos magic is weak.

Anything else to do with the original Master of Magic

Why chaos magic is weak.

Postby Richrf » Sun Dec 24, 2006 3:45 pm

Chaos magic is the weakest of the bunch because

* It has weak early game spells.

For example, look at the commons

Firebolt/lightning bolt - It affects only *one* figure no matter how much mana you pump into it. In the early game, you will be fighting normal units anyway eg netural cities guarded with spearman/swordman with 6-8 figures, so who cares if you kill off one figure!

Compare to healing which affects the whole unit.

Disrupt - Wow, destory one wall... Does anyone use this??

Corruption - Ditto. The computer loves to cast this, which gives you a clue on how bad it is. Heck even if the strategy is viable, it certainly isn't useful early game when the goal is to capture netural cities and crack weak lairs...

Wall of fire- lol. Only idiots cast this.

Shatter- Semi useful- except early game, most of the units you are facing will have very low attack strengths anyway , so reducing them to 1 isn't such a big deal.

Fire elemental/hell hounds are decent. Warp wood is situational but decent.

Eldritch weapon is probably the best common chaos.

The fact is 5 (if we exclude shatter) are totally useless common spells. 1 is good, the other 4 are decent.

50% of chaos common spells are crap!


* Chaos has the second most number of summon spells (Nature has the most)

As we know summon spells are typically slightly underpowered, so if you have a lot of spells in this department you are at a disadvantage. In the late game, heroes will trump any creature you summon anyway. Is it any cocidence that Life which is considered strongest by many, has only 4 summon spells?

The problem is Chaos has IMHO summons that are not very useful also.

Chimera/doombat/fire giant/gargogyles/chaos spawn/effreet/

Most of these are too costly/too weak. Maybe you could use doombat cos of it flying abilities but the rest.....?? Chaos spawn is pathethicly slow...

Chaos does okay once you hit the rare and very rare spells . Particularly flame strike maybe doombolt. Personally I don't like all the city destroying spells cos it destroys structures and pop that will be yours later...
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Postby Lupinedreams » Wed Jan 03, 2007 3:07 pm

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Postby Richrf » Wed Jan 03, 2007 7:20 pm

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Postby Implode » Thu Jan 04, 2007 1:07 am

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Postby Lupinedreams » Wed Jan 10, 2007 2:30 pm

I think if the bugged spells worked correctly, black would be up there, definitely! Yes, life is very powerful, it's hard to really argue with that - other colors would kill to have some spells as good as life's common spells.
Black's forte is supposed to be death and fear and evil and the like, so while it's summons can't match greens, and doesn't have the support spells of white, or manipulation spells of blue, or destruction of red - it should be able to fit somewhere in between blue and red with some manipulation (fear) and some destruction with it's drain and death and curse spells. Once black's offensive spells are fully operational, it should really be a force to contend with (Although I would still never bother summoning a demon lord) One of my favorite things about death magic is the ability to create lifestealing weapons for your heroes - powerful indeed!
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Postby ikanreed » Tue Jan 16, 2007 4:36 pm

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Postby Richrf » Sat Jan 20, 2007 1:55 pm

What would be the normal early game plan for a mostly Chaos player?

rely just on your normal units? Do you actively try to take down

1) nodes?
2) Lairs?
3) neutral cities?
4) opposing wizard cities

What spells are best used in the above 3 scenarios?

Ditto for death,life,sorcery,nature....
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Postby Implode » Sat Jan 20, 2007 2:27 pm

Personally:

Death - easiest start - get a Wraith. Wipe them out, all of them :x All neutral towns and some lairs/nodes/towers, an enemy wizard or two if you can find them, but being a bit careful since anything tougher than giant spiders/war bears they start to have a little trouble with. Tougher later on because they never really get any units much better than Wraiths all through the game.

Nature - Ditto but with Basilisks. Earth Lore really helps. Probably take out a few more nodes/lairs/towers and a few less towns. At least they get some decent spells later on.

Sorcery - Tough to start with. I've tried Storm Giants but they're only mediocre. Usually try to wing it with normal units until I get the decent high level spells. Heard lots of people report playing early on just with Phantom Warriors, but I just don't like them... in fact I plain just don't like Sorcery...

Chaos - Normal units with Eldritch Weapon, Flame Blade, Chaos Channels and a lot of reloading. If you can spare the mana after casting lots of EW+FB, start getting skill up there fast so you can cast Doom Bolt, Flame Strike, etc. Essential to get some nodes early on to get your mana income boosted up.

Life - Just about any way you want to play it! :D

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Postby hammer » Mon Jan 22, 2007 1:17 pm

Well i personally think the "death side" is kinda weak :)
My favorite is a combined wizard, more spells, more fun :)
Get a humans race, build paladins, summon champions (ranged) kill the enemy, kinda hard to do it in a high difficulty though.

If i had to place all my picks on 1 magic i would place them on LIFE (only if i want an easy game :) ) at max books you get a bonus spell to summon quite a powerfull melee hero :) Incarnation if i am not wrong :)
He basically kicks a** on almost everything, with a little magic support its unbeatable.

Another good pick is Sorcery with sky drakes, its hard to get to them but on a mirron side are less wizards :)

If i'd had to play chaos my tactics is the same as implodes :) get a flame strike or doom bolt at the begining, get a strong normal units and go with them casting high level spells on everything you see. After a 2-3 flame strikes, most of the units die. The rest finish with you troops.
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Postby Richrf » Sat Jan 27, 2007 1:47 pm

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Re: Why chaos magic is weak.

Postby momfreeek » Thu Sep 20, 2007 10:33 pm

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Postby Iluvalar » Wed Oct 17, 2007 9:43 pm

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Re: Why chaos magic is weak.

Postby HeymlicH » Sat Oct 20, 2007 10:19 am

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hmm

Postby Kev » Thu Mar 06, 2008 9:58 pm

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Re: Why chaos magic is weak.

Postby Clythoss » Mon Aug 25, 2008 9:45 pm

I just posted in the other thread and have to say again, i like chaos. I´m more a defense builder player. I don´t build armies, i rarely use summons. Instead i build up quick, trying to get a good economy.2 Gold is 1 Mana :). Why should i build armies or summon dozens of hell hounds when a buffed halfling swordsman with help of fire elementals can do the job alone? When you concentrate on skill and can survive to the point where you can finaly use flamestrike the game is as good as won. Now nothing can stop me from gaining skill and research faster than anyone else. I don´t have to pay for troops or creatures. When i reach Armageddon Great Wasting and stuff it´s Game Over.

I guess it´s just a question of playstyle. And with my playstyle chaos is simply the most effective.

With my style of play this is my list of effectiveness.

1.) Chaos (Flame Strike rocks, late game spells simply take enemy´s out of game)
2.) Death (wraith is fast to Conquer lairs and rebells, rituals REALY help)
3.) Life and Nature share this place. (Nature can buff your cities and has some good unit buffs, Earth lore helps. Life is Life :) Can´t think of any way to play the game where you can give it a worse rank than 3)
and last and very very least
5.) Sorcery. (You´re screwed... :) )
E=MC²+1W6
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