What's the point of six bishops as opposed to, say, replacing four of them with straight casters?
Other than being able to name your party "The Conclave" and act all smug about it, that is.
Anyway:
- IIRC water creatures tend to have limited resistance to air. Mental, OTOH isn't the best choice because all the psi sharks and whatnot have high resistances to it.
- Air has death cloud, toxic cloud and noxious fumes. It also has shrill sound which isn't great, but it's a very cheap, early AOE. Also, having multiple portals is a good reason to have multiple air casters.
- Divine has summon elemental. That alone is a good reason to consider multiple divine casters (with alchemy or wizardry) in a caster centric party :
- caster can only control a single elemental (actually it might even be *the* reason to consider >2 bishops as it allows multiple wizardry/alchemy casters without forfeiting the other schools)
- elementals are monstrous frontline hitters and tanks especially valuable for a party with none of those
- allies blocking your LOS to target are non-issue for party that does pretty much all its damage with spells (which ignore LOS blocked by friendlies)
- Quicksand is also a very nice AoE instakill which rapes androids and aerial stuff due to being earth based, and both enemy types tend to come in large groups
- Some spells combine debuffs and damage, toxic cloud in particular is awesome (despite low damage) as it tries to reapply a range of particularly crippling debuffs throughout its duration
- debuffs are situational, insanity or freeze on a large group of Rapax or web on androids is almost guaranteed to be worth it, blindness is a godsend in the face of imminent rape, and it can be inflicted with both fire and water spells
- hypnotic lure is priceless for keeping the heat off the party and enemies clustered where you want them for AoE
Muh banter!
You impressions are from normal or expert difficulty?
If you played normal, some thoughts:
Air is very low damage, i will take noxious fumes but pass on shrill sound. In short, you dont need to conserve mana, you better do max damage with spells since time of essence, the longer fight goes the more chance some melee hits can kill one of yours PC. I tried air for water fights, was not worth it - earth (whipping rocks for aoe, crush for single kill faster).
Since clouds are dont stack with each other (correct me if wrong), you cant get 2 clouds of same type, so basically you need only 1 caster of death cloud etc.
Elementals are helpful, i summoned only 1, was enough with ranger tanking (1 ranger + 5 bish), now going to 2 summoners (6 bish).
Insta-kill spells (except death cloud) rarely land, not worth it. Even with 6 bishops doing insta-kill aoe, more then 80%+ will usually save.
Debuffs like insanity, freeze spells, all debuff spells are just bad, they rarely land on worthy targets and you usually better to just kill enemy.
Also aoe dots do bad damage, dont bother with acid bomb, firestorm etc.
You dont need train air for Portal, 60 wiz is enough. Never saw it not working with 0 in air.
p.s. What specialist wizards you think to take for full arcane grp? Alch lack some vital spells (iceball etc), psi is only mental/fire dmg, div - you dont need much healing for mage grp and he lack offence.