Quote Originally Posted by Skyblade
Third: About the charge times. While your advice about the AT list was nice (although I actually bothered to play through the tutorial, so I already knew about it), I have noticed that when I get to the higher level charge times, they never execute before the opponent moves. What is the point of having, say, the Archer's Charge +20 if the opponent will always move before it executes?
While Despotus gave some good advice on this issue, I'd also like to add that if you play a Time Mage long enough, you can get enough ability points to learn Quick Charge, which will alleviate your charging problems...