@JJ
I don't recall you saying academy had to skip dwellings to be effective.You did say it needed to utilise magic-mostly light/summoning due to power-and mini artifacts but did not give a solution as to build dwellings AND mage guilds/arties.And what full stop?You mean that to be competitive one must use rushes and hit and miss tactics?Thank you very much I doubt even Nival thought of that.And as ever I hate factions that need to play in ONE specific way so as to avoid defeat.Don't you go 'I told you so' here,academy is not ok yet.
As for me I usually play Jhora.What you may have heard about her supernaturally fast casting are just tall tales.She just has easy access to exp sorcery and as for her bonus you can only hope you get to play first,it's not so great.
Sorcery except for speed helps with mana costs(which are increased as of lately) so it's pretty much essential.And favours mostly summoning and destructive.
Summoning is not just summon phoenix/elementals.You NEED wasp swarm,phantom forces,raise dead with motw as well as fire trap.Fire wall is not bad too in 2.0.Wall of fog can be your saviour.
Destructive doesn't feel right for a wizard but it's one of the best ways for creeping.NOW it's almost sure you'll buy power artifacts as well as fire/earth spell enhancers which along with the added boost from enlightenment makes it worth it.Throw master of [...] in and motw and you are good to go.Armageddon with crazy res arties?
Then it's either light or dark.My initial thoughts on that were that dark compliments more academy-and I still believe that.It just works better to curse your opponent than buff yourself.Mass haste or slow?Not to mention that motw works crazy with blindness,frenzy,puppet master.If you could get the right spells... Risky
Just the basic skill of enlightenment is enough,even at lvl 16 for attribute bonuses.
Let's see how that works out now