Motherf... DON'T CAST TOUCH OF MADNESS ON MY RANGED FLYING SACREDS YOU TWAT.
Gah... You'd think that celestial masters would be slightly smarter to have managed to live that long, but apparently not! Was doing some testing, had a little flying party with a celestial master and some demons of heavenly fires... And then that irritating old man would insist on making some of them go berserk and fly over to the enemy forces they were dealing with JUST FINE, in order to get slaughtered in melee.
Trying to decide on a decent bless for EA T'ien Ch'i... Blood is actually quite helpful all round, as it even increases the damage of the fire wheels the heavenly demons throw. Also means that damage done to ancestor spirits (generally quite a bit more than their 1 HP max health) has a chance to be reflected, which gives them some extra use.
Fire is awesome for WotFE's, hounds and spirits (no idea if flaming weapons also applies to the flaming wheels), water is even awesomer for WotFE's, death is nice for most everyone, most notably the spirits... I'm thinking air is worth looking at. None of the sacreds have shields, and most don't have much in the way of armor. Arrows hurt. It also assists in both protecting your little old man-mages and making them all the more accurate with spells or stuff. Most importantly, it really buffs the heavenly fire demons. They'll get cross-battlefield range and sniper accuracy with those wheels.
However, trying to balance any of this stuff with nice scales is, naturally... Tricky.
EDIT: On another nation entirely, I've been wondering a bit about LA Gath. Seen a couple discussions talking about trashing the Iassacharite sages entirely in favor of sibyls, since they provide slightly more RP, have 1S1N so can be communion slaves, and require a 500g lab to be made instead of an 800g temple, since they're not sacred.
They also have 5% fortune teller, which is pretty nice. However, I've found that the sages are entirely unaffected by magic scales, either positive or negative. So with Drain 3, sages and sibyls both provide only 6 rp. Also, sages are still just as affected by research boosters, so you can beef up their research by slapping some items on them. Only one that Gath has early access to is the imp familiar, but they do get the goodies like skulls and lightless lanterns later on.