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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Favourite Magic Poll
Thread: Heroes 5 Favourite Magic Poll This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · NEXT»
Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted June 05, 2006 01:28 PM

Poll Question:
Heroes 5 Favourite Magic Poll

Time for another exciting and entertaining weekly HC poll!

This week we are talking magic. There are four magic types with 10 spells in each. Adventure magic is more of an addon with 4 spells, so it won't be included in this poll.

What you have to select is your favourite magic school. Once again, you can only choose one. It won't be easy. After you vote, post a reply with your reasons.

AOH has detailed info and formulas for each spell to help you decide:
Dark Magic | Destructive Magic | Light Magic | Summoning Magic

Responses:
Dark Magic
Destructive Magic
Light Magic
Summoning Magic
 View Results!

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted June 05, 2006 02:10 PM

I vote for Destructive Magic.
There is nothing like doing some direct, instant damage. Especialy when using a warlock and blowing a chain.(It isn't easy but its doable after some practise)
____________
Vote El Presidente! Or Else!

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Guldan
Guldan


Adventuring Hero
Soon to be banned...........
posted June 05, 2006 02:33 PM

Agree with you, destructive just rules! ( i really hope it wins the poll)

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Mithrim
Mithrim

Tavern Dweller
posted June 05, 2006 02:43 PM
Edited by Mithrim at 14:44, 05 Jun 2006.

I voted for Dark Magic.

Of course there's nothing like slamming down a meteor shower and killing  multiple stacks

And when playing Necropolis Raise dead is awsome.

But I like dark magic more... Frenzy, Decay, Curse of the Netherworld and so forth... lovely.

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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 05, 2006 03:17 PM

I vote for Dark Magic - it's really graet to have your hero casting one spell after another (I play Jhora - she has improved initiative and Sorcery) - just cast some mass slows, sufferings, decays and vulnerabilities Then kill weakened enemies with your creatures. Yeah
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 05, 2006 03:29 PM
Edited by Doomforge at 15:30, 05 Jun 2006.

Dark magic - go puppet master! 8) Frenzy kicks ass, too.

But.. I'd still vote for light magic. Mass bless was always the most useful spell in the game.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 05, 2006 04:21 PM

Quote:
Dark magic - go puppet master! 8) Frenzy kicks ass, too.

But.. I'd still vote for light magic. Mass bless was always the most useful spell in the game.



Mass Bless (aka. Divine Strength), Mass Haste and Ressurection - what can I say? Light magic beats everything hands down. A second would be Dark Magic, for having Mass Slow and Mass Curse. Destructive magic is useful, but in late game, that will not really be very important - you simply will never get the spellpower required to make a difference in really large-scale battles. And of course, Summoning Magic just plain sucks ... sorry ... except, perhaps, if you play necro.

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Iris
Iris


Responsible
Supreme Hero
of Typos
posted June 05, 2006 04:31 PM

I think all the schools of Magic are pretty good, except for Summon, which totally got the short end of the stick.

Destructive: Always a necessity for an offense-focused hero.  In the beginning, a normal hit from a hero kills about what, 2 or 3 units?  Even after you level, you can't really kill more than 5 or 6 creatures.  If you have Destructive Magic and you have area spells like Circle of Winter (coupled with Master of Ice), you can make multiple enemies miss their turn.    Of course, that does depend on some luck and the position of the enemy units, but it's a nice weapon to have around.

Light: Mass Haste, anyone?  If you have a weak hero with some good units, you can mass Haste your shooters and casters, or you can mass Divine Strength or Rightous Might your melee units.  And who can leave out Ressurection?  

Dark: Similar to Light (but in the complete opposite direction), Mass Slow?  Mass Confusion?  Area Decay?  

Summon: Well, the Black Dragons are apparently not immune to Fist of Wrath.    I guess that's pretty good.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 05, 2006 04:44 PM
Edited by Doomforge at 16:45, 05 Jun 2006.

@alcibiades

I wouldn't call the summoning magic TOTALLY sucky, it has the mirror image spell which is quite insane with soldier's luck, actually. ;p Same for animate dead, but that's all..
except for those two, the summoning mag should be buffed a bit.

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted June 05, 2006 07:13 PM bonus applied.
Edited by rainalcar at 19:39, 05 Jun 2006.

I think the schools are excellently balanced in H5, as far as is realisticaly possible. Here is my opinion on them:

Light: a brilliant school:
haste = +40% initiative,
bless = max dmg (marksmen!),
righteous might = +12!!! attack (huge),
endurance = +12 defense (also huge - not so much for haven, but very good for sylvan and excellent for academy)
ressurection (beautiful for academy, good for sylvan, haven doesn't have much use for it due to low sp/k)
and etc.

Light is an excellent school which truly excells on low levels, byso being even more great for more might based heroes (knights mostly). Actualy, I think this school would work best for inferno, because inferno with divine strength rocks (devils, pit lords etc.), but light is very unlikely for demon lords to get, as is divine strength and other light spells. On low levels cleansing is also a brilliant addon, as is deflect missile (against necro, academy) but on levels 4/5 there is really only one spell that shines, ressurection - and so we come to the problem of the school, mostly for wizards - ressurection is level 5 and it is so easy to get holy word instead. Unfortunately, holy word is a spell of way below needed damage and it actualy sucks if you get it in your academy/sylvan. Haven heroes don't really care for this that much because of their primary stat preference (D-A-SP&K). As for other spells, teleport is good, maybe to get your squires into play but nothing special, and magical imunity is ok, but the problem is that it doesn't freeze the existing positive effects on the cretaure (say, haste and might) but terminates them, therefore killing the effictivness of the school's main power - to enchance your troops. It could be useful against a high sp destructive user though.

--------------------------------

Dark: some incredible spells here as well:
weakness = min damage. Try casting this on the devils for instance
slow = great, countereffect of haste
vulnerability and decay I don't like that much, in the endgame at least. Decay does to little damage, and vulnerability cuts only 6 Def on expert. It can be used multiple times though.
Confusion - if it only works on undead... You can still use it on other shooters. A very good spell, even mass effect has many uses (try might-confusion combo)
suffering - brilliant, decreases attack by 12 (on expert). If you are a more magic hero just cast this to kill your opponent's raw power.
Frenzy - best spell in the school imo. Especialy against heroes who have greater attack than defense (Inferno, Dungeon etc.). With expert it kicks a**.
Blind - if your opponent doesn't have cleansing, tent, or some unit which possesses cleansing (pixie) - excellent. Otherwise, frenzy is better.
Puppet Master - good if you have high SP, but it really kills the initiative of the unit, so the opponent always has tiem to counter it.
Curse of the Netherworld - see Holy word, sam thing here.

Dark is a great school - it is in some respect the oppossite of light, but light is probably better in levels 1-3, and dark is much better on level 4. Can be useful against every opponent, but not much so against necro units, which are mind imune.

---------------------------------

Summon
On the first two levels there is really only one good spell, but that one is one of the best. Animate dead is really top of the notch for necromancers, but, be warned - in the endgame this spell has much uses even if you are not playing necro - it is the same as ressurection considering power and much easier to get. Don't underestimate it even in neutral battles; for example, this situation: you are fighting some difficult neutrals, it's your hero's turn. You have two stacks of giants and have lost some other retaliation sucking units. One giant in one stack is almoust dead, while the other is high in health, but still not full. After your hero plays the opposing neutral unit takes place, and it's certain to kill one of your giants. However, if you reanimate the lost hp's the neutral will attack the other of your giant stacks because it thinks it's weaker (well, actualy it is). In that way you saved your giant from getting killed.
On lvl 3 you have Earthquake and Phantom forces - this is the situation of Ressurection/Holy word - while Earthquake is a so so, but mostly useless spell, Phantom forces is one of the best spells in the game, and certainly of the contenders for the best. Cloning your +2k stack of skeletons is horrifying for the opponent.
Lvl 4 has firewall, which is ok but nothing special, and summon elementals. Now, summon elementals is a beautiful spell - in mid and early battles mostly, but with high sp it can be quite devastating in the end game (especially if you get water elementals).
Level 5 has Arcane Armor and Summon Phoenix. Arcane Armor is fairly good, makes you twice as durable. You can cast this and then follow with ressurections/animates against a might superior hero. Summon phoenix is also an excellent spell, the more SP you have the better it is, a very good advancement over summon elemental spell.

Also an excellent school and very versatile, works excellent even if you don't have high sp.

-----------------------------------

Destruction
A matter of much debates, I think that destruction is perhaps the best balanced school in the game, and that only a bit of nerfing on meteor shower is needed.
It's really all about damage: the higher the spells, the better they become, meaning that this is the most expensive school in average, because you will need to build more mage guilds sooner. Some spells can be quite devastating, while some have interesting initiative killing effects. Here are the descriptions of better ones:
Chain Lightning - if coupled with Master of Storms this can be a good way to kill opponents initiative even if your SP is 1 . However, the damage is often inssuficent, and spell usefulness vaines as the battle becomes more dense, and units more mixed up.
Meteor shower - the best spell, and imho sometimes overpowered. By itself the spell's power is ok (maybe a bit to high): but in the hands of the warlock who also possesses a +50% earth damage boost artifact (quite common) it becomes a monstrous threat. Especialy good against enemies who like to gruop on defense, giving more chance for a multiple attack.
Armageddon - if you think of black dragon + armageddon tactic, think again. Your own racial skill WILL negate (by chance) the 100% resistance of your blacks - so don't be surprised if you cast armageddon and see how your precious blacks die. So, if you want to use this tactic DO NOT DEVELOP your Racial skill. Armageddon is only effective if you have expert destruction. The other good tactic is to use armageddon while wearing a -50% fire damage artifact.
imo, Implosion was so horribly overpowered in H3 that I really joyful to see it finaly where it should be - a brilliant spell, easily topping 1000 damage, and a great sight (if you're not hit by it ).

Destructive magic is best if you have high sp and are playing against a non attack developing hero. That way he won't be able to kill you by army strength in time. However, if you don't have meteor shower than this is the worst school if playing a highly resistant hero, where every (un)successful implosion could mean the difference between defeat and victory.

lol, I forgot Voted Dark Magic

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dux
dux

Tavern Dweller
posted June 05, 2006 07:40 PM

Destructive? Maybe - but what is your chance of even using your power when the ennemy is casting mass slow, then confusion or suffering or frenzy? I'll go for dark magic - frenzy (as berserk in H3) is one of the worst things that can happen to you: impossibility to control your own troops and losing then in "civil" war, leaving the ennemy troops intact and ready for action. So dark it is!
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Dux of Transylvania

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted June 05, 2006 07:50 PM

If you are refering to mine "Destruction is best", I didn't mean that it is the best of the 4 in the described situation, just that that is the best situation to use it.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 05, 2006 08:06 PM

guys, do you know which castle has the best chance for frenzy?

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Digitus
Digitus

Tavern Dweller
posted June 05, 2006 08:23 PM

I choose Dark Magic: give me some Decay at morning with a bit of milk and I'll be ok for all the day
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Only time could help if you can't break the spell back to your own world...

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Homer171
Homer171


Promising
Supreme Hero
posted June 05, 2006 11:13 PM

Dark Magic is greatest! Destructive Magic is my choice for Warlock. Light Magic obviously whit knight. And Summon Magic i only use whit my man Viktor the Necromancer!
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Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.

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Lich_King
Lich_King


Honorable
Supreme Hero
posted June 05, 2006 11:20 PM

Dark Magic here aswell, Destructive is great in killing small stacks of powerhouses, or at early beggning, but lateron Dark magic reduces the effectivenss of the big stack the way, creatures there would be killed.
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Kai
Kai


Hired Hero
H5 Kaspar avatar needed.
posted June 06, 2006 01:52 AM

Phantom Forces is good but since a majority of Summoning Magic is lackluster, there's always Magic Insight for that.

I'm voting for Dark Magic for the Frenzy and Puppet Master.

Seems to me that both Light and Dark Magic are crap if you have no skill in them. At least for Destruction, Fireball/Stone Spikes is OK to take out clones...

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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted June 06, 2006 03:23 AM

Just a note about puppet master - it reduces the initiative of the controlled stack considerably. In that time the opponent can cast any offensive spell - like fireball or stone spikes - on puppeted stack thereby removing the spell. Also any kind of poison or decay will remove puppet master. I think the spell is a bit overrated and not that powerful when you are playing with a skilled human opponent.
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You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com

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Campaigner
Campaigner


Hired Hero
posted June 06, 2006 09:13 PM

My ranking of the magic schools depends on which faction I am (since the factions are specialized in different schools) and what I'm up against but generally:

1st: Dark Magic

Weakening the enemy is great fun.
Mass slow-confusion-vulnerability and Frenzy. What more can you ask from  a "curse-the-enemy" magic school?

2st Light Magic

Strenghtening your troops can be really powerful and even resurecting them is top of the line.

Mass haste-bless-righteous might-endurance, magical immunity if up against Warlocks and to top it all of: Resurrection!

3st Summoning Magic

Very varied school with summonings to direct damage. Was tempted to put it at 1st place but that chance diminished because of its dependance on spellpower.

Phantom Forces is THE spell! I consider it completely broken right now since it doesn't check for any parameters except lvl when cloning a creature. However, you need a useful creature for Phantom Forces to be really powerful so it isn't better than Dark Magic where you can use your enemies power against them (Frenzy). For Necromancers this school is key (Raise Dead) and it got three other spells for heroes with HIGH spellpower (Earthquake, Summmon elementals and Conjure Phoenix) that can be quite useful.

4st Destructive Magic

This school of magic is dead last since it becomes very weak after a few months of gametime. As armies become stronger, Destructive Magic becomes weaker. It's only saving grace then is its "master of abilities" which delay affected enemy units turns or reduces their defense.

Destructive Magic is most worthwhile with a Warlock since their town and heroclass got structures and abilities that enhances the destructive spells cast by the Warlock.
The only other hero Destructive Magic is worthwhile with however, is the Ranger combined with Imbue Ballista and Triple Ballista. The rest of the factions shouldn't bother with Destructive Magic.
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Sun goes up, sun goes down, I always win. Logical things in a logical world.

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Thanatos
Thanatos


Known Hero
posted June 07, 2006 01:22 AM
Edited by Thanatos at 01:22, 07 Jun 2006.

Quote:

4st Destructive Magic

This school of magic is dead last since it becomes very weak after a few months of gametime. As armies become stronger, Destructive Magic becomes weaker. It's only saving grace then is its "master of abilities" which delay affected enemy units turns or reduces their defense.

Destructive Magic is most worthwhile with a Warlock since their town and heroclass got structures and abilities that enhances the destructive spells cast by the Warlock.
The only other hero Destructive Magic is worthwhile with however, is the Ranger combined with Imbue Ballista and Triple Ballista. The rest of the factions shouldn't bother with Destructive Magic.


Destructive magic can also be quite handy for Wizards with Mark of the Wizard... 80*spell power Implosion? Yes please A pity it doesn't work with Meteor Shower though

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