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Heroes Community > Tournament of Honor > Thread: Implosion + might
Thread: Implosion + might
rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted January 05, 2005 09:42 AM

Implosion + might

In most tactics guides I saw that most that people talk about haste/slow combos, armageddon and berserk using, while implosion is rarely mentioned. I have played some games with my friends on L maps with no TP, DD, Fly, and we were able to get cca. 1400 worth implosion with might heroes. If armies involve less than, ie. 12 archangels (which is realistic) this means 6 of them dead, and 7th soon to follow. This is monstrous for a might hero, and it's ridicoulous that a might-might conflict is settled by using destructive magic, and that that kind of hero is more happy to see a +4 SP armor than +2 A/D sword. So, a question: do you think that might heroes are too 'magicaly capable'? I mean, they have no restrictions - they can get a bunch of spell points (mana vortex, magic well, artifacts), reach solid spell powers, will get at least some schools (while magic can mostly only dream of res, tact, even log), they get far better secondaries... Well, this turned probably more to a suggestion for a future. Just wanted to say it. Cheers!
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Danos
Danos


Hired Hero
Loyal Hero of the Light
posted January 05, 2005 10:04 AM

Cheers, man!
I don't think that might heroes are too magicaly capable, and the same goes for the magic heroes, who can also become masters of might,after all.It's the player's decision to build up his heroes as he thinks it is the best for him.

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted January 05, 2005 11:56 AM

I will give you a situation for the battle:

Castle vs. Tower

Castle has Tyris, who has 12 AAs and equivalent army, expert air and expert water, exp tactics, only basic resisatnce etc. Important spell possessed are water elemental, bless, blind, haste. Att 24, Def 18.

Tower has Iona, army is the same, has expert earth and expert water, exp resistance but no tactics. Important spells are slow, implosion, meteor, earth elemental, bless. Implosion equals cca. 1450 damage. Att 18, Def 23.

Castle goes first. Deploys forces. Castle casts mass haste and attacks with six units in a row (grass). I guarantee you that no matter that, tower can keep up with castle with implosion only. I'll send you the save game if you wish, between me and my friend. He was castle, I tower and he lost due to implosion. Then we switched roles, and I won again, but barely. I don't have time to write right now, hear you.
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Danos
Danos


Hired Hero
Loyal Hero of the Light
posted January 05, 2005 09:11 PM

Yes, I believe you.It is hard to face a hero with such a powerful spell(implosion).Both Iona and Tyris are might heroes, but here comes the spell advantage.So it happened.At some point in the game, the power of the spells becomes too great, for the battle to be influenced by the hero who has more powerful troops.This is why, for a more challenging and time-consumming map, the magic power needs to be somehow restricted or controlled in a way that the true valor of a player would become from his battle skills and strategies, not from casting an offensive spell and we're done.

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Shenjairo
Shenjairo


Known Hero
Simsalabim
posted January 05, 2005 09:50 PM

I disagree, every new way to do something add tactics. If you need to do something against it go collect one of the artifacts to prevent it, they aren't too uncommon. I think it's the other way around really, magic needs to be used more. As it is now you can't use DD, Fly, Dimension Door or Armageddon and if you happen to get those spells with your magic hero you are kinda dead since you can't use them.

I would like it more if things like recanters cloak and orb of inhibition were banned instead so you actually could play a magic hero with some chance of success. Let's say a hero like Deemer is allowed, which isn't all that often, and you meet Crag Hack with recanters cloak week 4. What will you do? Yeah, die is the answer.

I don't play over the net though really so it doesn't matter to me. But if a might hero wants to develop his power skill it's his choice, it won't work too often so it's only cool if sometimes a battle has an unexpected result.
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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted January 06, 2005 10:35 PM

Quote:
I disagree, every new way to do something add tactics. If you need to do something against it go collect one of the artifacts to prevent it, they aren't too uncommon. I think it's the other way around really, magic needs to be used more. As it is now you can't use DD, Fly, Dimension Door or Armageddon and if you happen to get those spells with your magic hero you are kinda dead since you can't use them.

I would like it more if things like recanters cloak and orb of inhibition were banned instead so you actually could play a magic hero with some chance of success. Let's say a hero like Deemer is allowed, which isn't all that often, and you meet Crag Hack with recanters cloak week 4. What will you do? Yeah, die is the answer.

I don't play over the net though really so it doesn't matter to me. But if a might hero wants to develop his power skill it's his choice, it won't work too often so it's only cool if sometimes a battle has an unexpected result.


My point is that might heroes shouldn't be able to reach SP so big that it is better to cast imp than mass haste.
And we we play multi only adventure moving spells are disabled, I mean disabled, they can not appear in guilds.   All books, spellbinder's, angel wings, and sometimes orb of inhibition and recanter are disabled also. Oh yes, artifact merchant in towns... ;-) Try to beat tower with Sharpshooter's bow... Heh
And almoust always we take might heroes... With magic you are simply risking too much: if you wait too long you're dead. If you don't get good spells you're dead. If there is a lot of cursed ground in key positions you're in trouble. And so on...

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted January 25, 2005 01:29 PM

Witch hut anyone?
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Yolk and God bless.
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My buddy's doing a webcomic and would certainly appreciate it if you checked it out!

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Danos
Danos


Hired Hero
Loyal Hero of the Light
posted January 31, 2005 07:02 PM

Duh, well put, Lord_Woock.Some people get involved in this game too much and sometimes may forget about simple things like witch hut and others.It's like in math, when you learn about complicated things and forget the simple operations.
We should try to calm a little, to enjoy the game in it's own way, not becoming o_O maniacs about calculation, probabilities, and strategies.Of course, we need to know them but it doesn't mean that we need to get stressed because of them.

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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted January 31, 2005 09:51 PM

Quote:

About that resistance, let me doubt a little.Iona is an Alchemist,and the Alchemists can't get resistance,like Rangers can't get fire, etc.You can't find more about this from here if you check the table.It's the 8th post if i'm not mistaken.



You probably confused alchemists with wizards.
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted February 01, 2005 01:00 PM

Quote:

You probably confused alchemists with wizards.

True!
Problem solved.Sorry for being a smarta$$!
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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted February 01, 2005 01:51 PM

NP
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wanderer
wanderer


Known Hero
Mercenary on Azure's Kingdom
posted February 24, 2005 01:28 AM

magic sux , might be rueles.period
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veni vidi vici

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rainn
rainn

Tavern Dweller
posted March 10, 2005 01:26 PM

Sincerly i don't think that magic sucks! MAybe you don't know how to use it! If you are a good "wizard" magic can help you a lot and can also decrese your creatures loosing! So i think magic helps you vrey much when it is used properly!

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted March 10, 2005 02:09 PM

Itīs not the magic that sucks, itīs the magic heroes which suck...
The most importan magic spells (slow, haste, shield, cure..etc...) can be casted by might heroes as well (mostly expert..), but magic heroes donīt do that big damage like the mighty ones...

Always the same formula:
Magic can be used one time per round,
Might can be used at least seven times (moral...) per round...and u canīt prevent your troops from hard hits (except with expert shield, stoneskin...) but u can easily prevent your troops from high magic damage (resistance, resistance arties, red orb, recanters cloak, pendant of negativity, etc....)

Come to the zone and try it against human players....u will explore a new world..
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