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But yeah, the Magister can be a bit tough to figure out.
As Ranged he can be fairly good, but it's a bit of a waste of his potential as a support unit.
His real strength isn't in doing dmg himself, but making others do a lot more dmg and stopping enemy units from doing dmg.
Weapons of Destruction is a very nice buff to any melee!
Chains of Chaos is a great crowd control spell. Throw it on an Ogre and he's a lot less threatening (only 2 regular attacks even at Rank 10).
Curse of Chaos can also work great for reducing enemy dmg, or opening them up for easy Stuns or failed Leadership tests.
Then there's Vision of Torment, ofc. The potential to Stun everyone within 5m is very good! And even you get the alternative they'll all get -5/15% Melee res, Range res, Dodge, and Parry.
Add in some Leadership skills (like the always popular Order) and he can really make your warband inflict some pain!
That is, until the Magister explodes with a 9999 curse, of course! xD
Unit profile: Magister
Attributes:
===========
Strength: 6
Toughness: 12
Agility: 6
Leadership: 15
Intelligence: 15
Alertness: 7
Weapon Skill: 12
Ballistic Skill: 11
Accuracy: 4
Skills:
=======
Blood Sacrifice Basic, Order Basic, Adrenaline Rush Mastery, Channeling Mastery, Improved Casting Mastery, War Cry Mastery, Insult Mastery
Spells:
=======
Weapons of Destruction Mastery, Boon of Chaos Mastery, Chains of Chaos Mastery
Books:
==========
Tome of Abilities
And of course the staff.
If you don't have the tome you can allways take basic insult and give a globaldier insult mastery while waiting for it.
Normally a turn goes like that:
Warcry
Boon
Boon
WoD
Adrenalin rush
Insult
Order
Order
He is totally vulnerable, his defense is good positioning to prevent any enemy from reaching him.
As a general rule, my Magister tends to be heavy on support Spells. With some combat capability in the mix. With him I tend to not take many Leader abilities, as I find casting and positioning too vital.
Should Boon of Chaos be increased into 2 turn duration, I would certainly try a Magic Knight:
WoD+Attack+Boon+Attack+Boon+Addrenaline Rush+Attack+Chains of Chaos or some combination in an optimal situation, two Boons carrying over to the next turn.
Obviously not optimized at all. Boon isn't 2 turns in duration currently, so there is little point as is.
And I hope it will not be changed. 4 points on 3 stats is allready very good, wherever it lands, even if mental is a bit underwhelming. The change I'd welcome though is the ability to pass racial max. After all if nuffle decides to give +12 in phy, who are we to judge.