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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 · «PREV / NEXT»
greendrag
greendrag


Bad-mannered
Adventuring Hero
young dragon,changed
posted February 11, 2007 10:46 AM
Edited by greendrag at 13:19, 11 Feb 2007.

Thread: Heroes 5 Favourite Magic Poll

I voted for distructive magic.I think that it's the coolest magic-you can throw diferent kinds of spells,which influct damage,like fireball,ice bolt and etc.I supose that all magics are cool!I say-summoning and light magic are good,too.But i don't understand some dark magics-like confusion.What does it do and how to use it against the enemy???

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spambro
spambro

Tavern Dweller
posted April 05, 2007 10:22 AM

i tink distructive magic is best,i dont now wai,but i like the name.
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erccmmo
erccmmo

Tavern Dweller
posted April 29, 2007 05:20 AM

WAHGFFF crazy
!

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Lesij
Lesij


Famous Hero
posted April 29, 2007 01:46 PM

Destructive OFC! You can kill fast and u can see the results just after casting! No need to w8 (as with Dark Magic)! Also with Masteries you can add some kinda curse to ur attacks...
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ChaosDragon
ChaosDragon


Famous Hero
posted April 29, 2007 05:07 PM

Destructive, i like their special effects.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted April 29, 2007 06:54 PM

light. beacuse I am haven player and I bank on might

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sgjedi
sgjedi

Tavern Dweller
posted May 21, 2007 03:31 PM
Edited by sgjedi at 15:38, 21 May 2007.

-  I also went for Light Magic.
-  Tho my favourite castle is Dungeon and Haven is only the second favourite, but I prefer the Haven heroes compared to Warlocks cause they have very balanced attack and defense stats and they still have enough mana to cast all those wonderful buffs that both boost the killing and survival abilities of MY troops (Mass Haste, Bless, R.Might, Endu, DeflectA) at the beginning of the battle and when all the buffs are activated I only have to use either the Mass Cleanse spell sometimes or Resurrection to bring back my fallen units before the end of the fight.
-  In the long run after 6-8 fights you will find the difference, cause even if you only resurrect let's say 30 Grim Raiders in each fight in 6 fights it would be 180 Grim Raiders compared to a hero who can not resurrect. And it also spares you a lot of money and of course you don't have to go back to your town to restock so often either so you also spare a lot of time.
-  The thing I hate about dark spells is that undead, mechanic elemental units resist lots of them, and so do Black Dragons. And many units have immunity to mind affecting magic or slow as well. And with Greaves of the Dwarven Kings your WHOLE ARMY is immune to Slow and with Helm of the Dwarven Kings they are all immune to Blind, while the Shield of the Dwarven Kings makes them immune to Frenzy... so 3 very important spells of the dark arts can be totally nullified, while the enemy can't prevent me buffing my own troops.
-  True that I need an artifact merchant to get all these items, but as I said before my favourite castle is Dungeon so there's no problem with that at all. And anyways a lot of maps have "neutral" artifact merchants somewhere as well....
-  Peace.

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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted May 23, 2007 05:57 PM

Quote:
-   so 3 very important spells of the dark arts can be totally nullified, while the enemy can't prevent me buffing my own troops.



I will repeat that the opposite dark spell CAN nullify the light spell.

And also it's possible to run into Zoltan but that's isn't much of a factor.

It's also not entirely a one or the other competition...after all any hero can get both spell schools...especially haven whose natural castle guild has those spells.

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Stella
Stella


Adventuring Hero
Little girl with a BIG sword:)
posted May 23, 2007 06:52 PM
Edited by Stella at 18:53, 23 May 2007.

Quote:
Quote:
-   so 3 very important spells of the dark arts can be totally nullified, while the enemy can't prevent me buffing my own troops.



I will repeat that the opposite dark spell CAN nullify the light spell.

And also it's possible to run into Zoltan but that's isn't much of a factor.

It's also not entirely a one or the other competition...after all any hero can get both spell schools...especially haven whose natural castle guild has those spells.

-
-
-- How can Mass Slow nullify Mass Haste IF the artifact (The Dorf King's Boots or whatever) PREVENTS YOU from casting it??? Still there are NO light magic blocking arties.
-- The nullifying thing also works Vice Versa so NOT ONLY Dark can overwrite Light...
-- In an other topic I've written about the "taking BOTH Light AND Dark Schools" thinge. I won't repeat it all once again, here's the link:
http://heroescommunity.com/viewthread.php3?TID=20796&pagenumber=3
-
The base argument for a knight is the MANA and that they DON'T have enough TURNS to BOTH Buff and DEBUFF and use regular spells (Puppet/Resu/Cleanse/Frenzy and so on).
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d_p91
d_p91


Hired Hero
posted August 13, 2007 06:19 AM

i know im going back to an old topic...

but has anyone considered using frenzy on archmages... if you catch them at the right moment (able to use ranged attack) they can attack most of the opponents army, especially since theyre usually placed in a corner (thank you magical attack!) also the extra damage is nice both on opponents and your own troops when in a pinch. it is incredibly useful in many situations... and not to mention all of the usual army-crippling spells like slow, suffering, and weakness. Sure most of these spells can be countered, but what are the odds of getting ALL of them blocked?

i think dark magic is the best because of all the many situations you can use it in (mass spells very useful)

light magic is also good, but lacks in power with the higher level spells. resurection needs SP and loses effectiveness over time... dark magic is always effective regardless of how late in the game it is!

summary: dark magic has the most uses and doesn't lose effectiveness over time, and when used in tandem with light (especially on a might hero) the combination can be deadly!

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sdfx
sdfx


Famous Hero
posted August 13, 2007 10:45 AM

Quote:
but has anyone considered using frenzy on archmages... if you catch them at the right moment (able to use ranged attack) they can attack most of the opponents army

Shooters use a melee attack when frenzied.

Quote:
dark magic is always effective regardless of how late in the game it is!

Dwarven artifacts and magic resistance are very bad news for dark magic. Magic resistance can be negated by Staff of Sar-Issus but dwarven artifacts are always a huge threat.
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted August 13, 2007 02:18 PM

I voted for destructive. May not be that usefull late game. But extra damage is always welcome. I back up with dark magic if possible.
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HartZa
HartZa


Known Hero
watchout graveyards!
posted August 13, 2007 04:56 PM

Dark magic rocks! No more retalations, ranged attacks and so one. And you can toying with enemy troops

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d_p91
d_p91


Hired Hero
posted August 14, 2007 03:25 AM

Quote:
Quote:
but has anyone considered using frenzy on archmages... if you catch them at the right moment (able to use ranged attack) they can attack most of the opponents army

Shooters use a melee attack when frenzied.

if they are not close to a unit they use ranged attack... they melee only when there is a unit next to them

Quote:
dark magic is always effective regardless of how late in the game it is!


Dwarven artifacts and magic resistance are very bad news for dark magic. Magic resistance can be negated by Staff of Sar-Issus but dwarven artifacts are always a huge threat.


true dwarven artifacts are a threat... however this prevents other artifacts from being used by the opponent! also, not ALL dark magic can be negated using artifacts, and the staff of sar-issus is the ultimate counter for magic resistance as you pointed out the odds of the opponent having all the dwarven artifacts are low, and a mass confusion spell can be a HUGE bonus for your army, and is always a nice surprise against any opponent those protected ranged units become encased, and thus useless
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MornVatreniVuk
MornVatreniVuk


Adventuring Hero
posted September 04, 2007 10:10 AM

Mass Bless (aka. Divine Strength), Mass Haste and Resurrection - what can I say?

Light Magic kix ass. And the most sucky magic:...
I think it's Summoning. Never learned to use it properly.
But the Light and Dark magic with their mass effects - priceless.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 04, 2007 10:42 AM

It's a matter of timing really. Mass haste/slow cannot deal with an early expert firetrap or phoenix. To determine a schools usefulness one should refer to the time it is being used, what mage guild he has built by then and what his army strength is. Summoning is weaker for later but can give enormous advantages early, its only downside is that you may be unlucky with spells.
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MornVatreniVuk
MornVatreniVuk


Adventuring Hero
posted September 04, 2007 12:33 PM

I must say that I agree with you.
In the end, it's up to the player to choose his magic school.
Then, if one masters the tactical side of using that magic, nobody can tell you that that magic sux.
If they do, however, tell you that, crush 'em.
Oh, yeah, we are playing our next game in basketball against you.
I must say that you are the favorites (Time's change...)
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 04, 2007 12:41 PM

I don't watch much basketball anymore. Where are you from?
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted September 04, 2007 12:52 PM
Edited by alcibiades at 15:32, 04 Sep 2007.

Dark Magic all the way for me

Although at times I find it hard to choose between weakness and suffering... Someone should make some calculations about in which situations which spell is better.

Mass confusion is insane, spares you a LOT of losses as well (It's like a spell that gives all your creatures the no-retaliation ability )

Mass slow, duh.

Vulnerability, decay, very nice.

Blind: usefull if you are dealing with too many enemy stacks and need to take out one to finish off the rest first. Or to basicly disable a strong stack if its turn is next and you dont want to suffer those losses.

Curse of the netherworld: Actually decent if you're dealing with a lot of enemy stacks. Damage applied to all enemy creatures = good! It's better than your regular attack.

Frenzy and Puppetmaster remain the cherry at the top of the pie though Frenzy is especially usefull on targets who's turn comes before your opponent's hero, and puppetmaster renders powerfull stacks easy targets to slowly kill without retaliating. I think that little clip of 6 cerberi owning 471 arch devils showed its potential very well.

Cleansing can't do **** if you plan frenzy well xD

yeah yeah, "light has counter spells for dark" but that goes the other way around as well.

As it is said before, dark is better if the opponent's army is bigger, and light is better if your own army is bigger.

However, that means Dark Magic is good when you either have a weak or strong army, while light is ONLY good if you have a strong army.

So HAH! Dark > Light

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 04, 2007 01:13 PM

Destructive.  It works simply, and increases in power directly.  Plus, the effects look good

Also, none of it is reliant on your own creatures, which can be used against you.


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