Just one example: water adepts can turn their archer units into marksmen. Look at all the spells and put them in balance with the most likely used unit abilities (you can see as minor spells), and also with the units in each unit category (irregulars, archers. Perhaps if your faction is strong on fire (Draconians, Dwarves), you don't need to be a fire master. In SP, I'd say that the more you play leader-centered, and the less you play faction-centered, the more having potent spells is important, else situational spells may be enough, because you'll rely mostly on your unit abilities.Ībout specializing in the predilection element of your faction, yeah of course, but as I wrote above, it may be kind of an overkill, and moreover, you perhaps deprive your troops from some direly missing elemental damage type or even from a single spell. Some combinations are more straightforward to play with, more or less versatile some others require more experience in the game mechanics, or more micromanagement, or shine only at a certain game development (e.g win fast before others grow too much potent). If you have DLCs, elemental specializations are no more the only choice, by the way, there are also alignment specializations. There is no right specialization! It's one of the interests of this game.Īs you say, real usefulness of specializations also depends on you race and class.
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