Talk:School of Air Magic

From The Heroes of Might and Magic III wiki
Jump to: navigation, search

Discussion

The most powerful spells in school of air magic are Fly, Dimension Door and Haste. Fly and Dimension Door enables hero to take shortcuts and even ignore Border Guards. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the speed of the creatures in combat. At expert level, it becomes a mass spell, and give +5 speed to all allied creatures. This is such a huge advantage, that it questions why Haste is level 1 spell with such a small mana cost.

Other useful spells in School of Air Magic are Lightning bolt and Chain Lightning. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do more much damage than spells. Another handy spell is Counterstrike, which also becomes a mass spell with expert air magic. It enables two extra retaliations for allied creatures, which makes it quite deadly specially in the cases like both hydras or vampires.

In conclusion, School of Air Magic has only few truly great spells, but they are so remarkable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choice. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive.