Fort triumph igg

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It can be worth taking if you run with 3 ranged DPS (it costs 1 action + 2*1AP for overwatch after the upgrade for 3 attacks, which is relatively efficient, especially if the target was behind cover, but you are just paying 3 AP for 2 attacks instead of 4, but the overwatch attacks are basic). I don't recommend it, as it is too situational.

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It is basically a melee spell, so it is not very useful on the mage (you'd better put the opponent out of melee range with Faraway lift and attack him with a proper spell), but can be OK on frontliners.I was disappoing with Telekinesis, as the effects were basically the same as lift, but with a better range, which is expensive for a skill slot. These two spells are the best the mages can get, and should always be taken if possible.įireblast is a weird one. Vortex is awesome at stunning opponents, and you should always take it.įireball is great for two reasons: it has a huge AoE (when upgraded), and doesn't require a roll to hit.

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Whirlwind is a super utility spell that can really help getting a distant target stunned. MageIt is my prefered class, and the one I prefer to stack +Action/+Power items on.

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