Imladris Spellbook is fantastic. The first two rows are the strongest in the game.
-> Please elaborate, statements like "this is the worst" don't help.
Proceeds to do the same thing by not elaborating
. You have to give concrete examples on each spell in these two rows if you want to give true elaboration. You did on the healing though so good job mate, keep it up
To be frank, all this talk about which spellbooks are bad or good is utter nonesense. All spellbooks have strengths and weaknesses and you have to tailor your choices to the situation. This is strengthened by the fact that most factions have very similar spellbooks, with horns, land spells, arrow volleys and weather spells etc., and that the similarity is thankfully somewhat contested by variations and variants in effects of essentially the same spell(s) in design. However, what you could say is that some spells are not performing in their intended context. Like the eagles, or the recently removed barricade spell for Mordor. I can't wait for the future spellbook tweaks, they will greatly shake up the current matchups, I am certain of it.
If Gildor would ever need a buff, which I highly doubt, I would personally like to see his cost reduced from 250 to 200, and nothing else. His spells are very powerful if used correctly, the only relatively questionable spell being the Elven cloak, but basically a Palantir vision spell without having to spend any Spellpoints is so huge (In competitive play, vision is everything, like battlefield intelligence in real life), and it scales very well into the game. Any person claiming that vision is underwhelming has no idea what they are talking about
Finally, what if we switch the Blademasters with the banner upgrade? So Blademasters at level 3, and the banners at level 2? I think that would solve the apparent issue. You can counter spam factions with Dunedain (the outpost itself being awesome already) and cavalry.
To be honest, Imladris is arguably the most balanced faction Edain has released so far, clear powerspikes in the game, their strengths offset by low model count, a spellbook that is almost perfectly alligned with Imladris' playstyle, and the list could go on. Lorewise, I personally preferred the old concept, with them being unable to level and stuff and all veteran-like, but this, in turn, resulted in critical gameplay hiccups that had to be fixed, so I'd like to say that the current design is probably better gameplay-wise, and easier to adjust when something has to be improved.