Its not suprising that given my penchant for bless effect/dual bless effect (two 9's) races that I like alot more of the bless effects than most seem to.
so:
Nature - great for supercombatents but its bad for your sacred mages (think Abysia) so its often just not a choice. Also not good for Sidhe or Van as they rely on not getting hit as opposed to getting hit and then losing some defence so they get hit easier. Very good with Niefel giants.
Earth - I like Earth as I'm trying not to lose the slow to build sacred troops and I also love the re-invigoration on my mages and Super combatents. Think reinvigoration plus water9 for quickness on your sacred mages. Unfortunately there are no water/earth pretenders I'm aware of so you can't go to overboard on this one - unless you are running an Abysia death 3 race and feeling playful.
Fire - so far I've only found this good on troops who are already really good. Even then my Earth Mother Machaka race out performed my Lord of the Desert Sun Version - I didn't lose a hunter spider (lost a few riders) with earth 9. I've only tested each once so these results are not firm. I like fire but find it tricky to keep the troops alive and thats a big thing to me. Still be fun with Van.
Water - My n.1 right now. Think double speed mages who don't have to cast quickness, think Van who smash knights as they are virtually unhitable once blessed (I have even looked at a water 10 race with Vanheim) and also the extra offense really matter. The C'tis Serpent Dancers and Sidhe are more water babies who love the extra defense and attack - makes Cu Sidhe useful to. Best results I've had with Mictlan so far have been using mainly Sun Warriors with a water9 blood5 Fountain of Blood and as with Vanheim, Tuatha and Abysia your battle mages are sacred so 2x casting.
Death - low level death bless effects seem very worthwhile making the PoD with death 4-6 and something 9 a very good bless God. Serpent Dancers with fear have got alot going for them. Still working on death 9 and I'm going to start a thread soon on how to kill my mages.
Blood - I've only used this at low levels for the extra strength bonus as this can make or break troops. Death curse - seems a bit specific in its usefulness given the cost. Flagellents getting the Last laugh on super combatents, knights etc would be sorta cheery.
Astral - I've tried this with Marignon and considered it with Van but I need to find out if mirror image is canceled when you use up the Twist of Fate - anyone? Extra MR could be worthwhile for the right sacred troop as the game goes on. Dunno.
Air - On the whole I'll give this a miss for know but then air's pretty powerful so does it need strong bless effects too? Same could be said for Astral.
I'm looking at ways of combining multiple effects to change the way troops/mages operate. To me the bless effects are the biggest change in the game.
In general bless effects are good value for the races with good sacred troops and hardier to get value out of for races whose sacred troops are more borderline. I suspect that the better Bless effect races will be fairly evenly balenced compared to non-bless effects races. C'tis, Van and Machaka look the easiest to get good returns out of the ones I've tried so far with perhaps Van and C'tis being the strongest. Niefel looked good (haven't played it since I first got the demo) but somewhat tricky to play. Tuatha is decent but tricky, Mictlan highly challenging. Haven't had much success with Marignon yet but there is still more to try there. Abysia is an unusual bless effect race as the 1 strat move of the Lava Wariors is off putting while the death3 option opens up a heap of points. Abysian mages work well with bless effects and there is no reason you can't have some fun with Lava Warriors - just don't rely on them they way you can/should rely on sacred troops with other races.
I believe one of the keys to most bless effects races is to build the key sacred troops right from the start. Finding a good supporting troop to catch arrows/spells is often crucial and I generally go for strat move 2 MI costing something like 10gps/11-13 res. They aren't much good at fighting but they do their job as someone has got to die. More tricky vs players but it works a treat vs indies and its nice to be using troops that I wouldn't have bought in Dom1. If they have Javelins all the better as these seem very accurate in Dom2.
Still more races to try and gold mines to be plumbed. This is all very much preliminary thoughts and they will evolve over time and testing.
Cheers
Keir