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Heroes Community Home Page > Search > Results for: - page 328 of 328
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Heroes 5 - Temple of Ashan: Academy heroes and new ToE skills analysis.Individual wizard heroes guide ( Pages: 1 2 )
Thread with 16327 views started by NIght_Heaven on 01 Oct 2007, rated strategy, last reply 11:15, 06 Oct 2007.
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posted by Elodin (Promising Legendary Hero) at 11:16, 03 Oct 2007

I see no way the wizard can be competitive with only level 1 and level 2 spells for his first 23 level. His new ultimate path give him nothing to fight with.

Also, the effects of Arcane Omniscience need to be changed to make it desirable to achieve. Currently why would a wizard want it? It offers no perk benefits so he is much better caster without it.

How should it be change? I don't know if this would be possible, but maybe assign the wizard random magic perks for each school when he achieves Arcane Omniscience (even if he doesn't have the appropriate magic skills.) This would make AO interesting and more useful.

Now, how should the path be changed so the wizard can be competitive without giving him a path that is too easy/good? I think sorcery should remain in the path for certain. He needs spells in the path, so either summoning or light magic could be there as those are the focus of his guild. What for the third skill? If light or summoning is in the path then war machines could be left like it is.

Any other suggestions?
Heroes 5 - Temple of Ashan: Do you use artificer and is it effective? ( Pages: 1 2 3 )
Thread with 21510 views started by phoenixreborn on 02 Oct 2007, last reply 18:15, 18 Jul 2010.
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posted by Elodin (Promising Legendary Hero) at 10:52, 03 Oct 2007

Quote:
Anyway my point wsa that by raising your artificer skill you aren't just getting the benefit or lack thereof of mini artifacts, you are also getting access to motw and magic mirror etc.


Yes, but don't most other factions benefit from their complementary racial skills as well as their main racial skill early?

For example, necromancy is using necromancy from day 1. Now as he levels up he gets Mark of Necromancer, Eternal Servitude, and Banshee Howl. All of these are beneficial to him while as same time he is using necromancy from the beginning.

Another example. Inferno uses gating from day 1. It has complimentary racial skills of Mark of the Damned, Hellfire, and Consume Corpse. These all benefit the Demonlord while he is also benifiting from his main racial ability from the start of the game.

Even the knight gets some benefit out of his racial from day one in that counterstrike increases the retaliation damage his troops do. His main special requires gold to upgrade his troops, and in that respect he is a little limited early like the wizard in using his main racial special. His complimentary racial abilities are benediction, retaliation strike, and expert trainer. So he also gets additional racial benefits as he levels.
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posted by Elodin (Promising Legendary Hero) at 06:59, 03 Oct 2007

Quote:
My questions in return are what is the point of using artificer in the first 2 weeks?  Why is that so important?  Are you having problems creeping?  If not then why do you need that boost?  It's a rare map that is going to be over in 2 weeks.

Chuckles gave examples where he was using them in the first 2 weeks.  You said it wasn't significant.  What would be significant?  Probably something overpowered.

Are we including subskills in the discussion?  MOTW is important and counterspell can be.  Those are arguably better than deadeye shot or hellfire in the first 2 weeks.

And if we are discussing other racials why are fortress runes so damn cheap?

Another question is should balancing decisions be made around the heroic difficulty?  Why not around hard difficulty if that's what most online matches are being played at?


I don't use it in the first 2 weeks. Examples were made of use in first 2 weeks on official board and my question is is that use significant? Isn't it more significant to build another mage guild level instead? Also, do other factions get to use their racial in first 2 weeks? No, I don't want any overpowered thing. I always call for balance between factions.

Your poll was about artificer skill, so I thought that was what we discuss here? Counterspell is not part of wizard's racial skills BTW. He has MOTW, magic mirror, and consume artifact.

The racials should be equally balanced for all factions for all difficulties IMHO. If artificer becomes harder to use on heroic then necromancy, gating, ect should be harder to use also for balance purposes.

I agree that runemage racial is too cheap for the power it gives.
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posted by Elodin (Promising Legendary Hero) at 19:25, 02 Oct 2007

I'm sorry, but you misunderstand what I believe about the artificer skill. Here are the questions that I would propose for a more detailed discussion of the artificer skill. If I knew how to make a multiple question poll I would do it, but it is probably to have it discussed in one thread anyways.

A. In the first 2 weeks:
1) is the artificer skill consistantly of significant use on most maps on heroic difficulty?
2) is the artificer skill of roughly the same value as the racial abilities on heroic difficulty?
3) will using the artificer skill delay building dwellings, mage guild levels, or other town structures on heroic difficulty?
4) is the artificer skill roughly as easy to use as other racial specials?


B In weeks 2-4:
1) is the artificer skill consistantly of significant use on most maps on heroic difficulty?
2) is the artificer skill of roughly the same value as the racial abilities on heroic difficulty?
3) will using the artificer skill delay building dwellings, mage guild levels, or other town structures on heroic difficulty?
4) is the artificer skill roughly as easy to use as other racial specials?

C As map size increases does it become harder for a wizard to travel back to his starting town to make and upgrade artifacts?

D Should anything be changed to make the artificer skill more convient to use?

E Can you think of anything else that you would like to see addressed related to artifacts?
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