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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Mark of the Wizard
Thread: Mark of the Wizard This thread is 2 pages long: 1 2 · NEXT»
rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted August 18, 2006 04:20 PM

Mark of the Wizard

Just to make sure that I understand this ability (besides Soldier's Luck, this is where I lack the most knowledge):

A hero can bind himself with the opponent's unit (can you do it if they are immune, like the Black Dragon?), so that each following spell (hero's attack does not work) works "double" on that unit (duration for as long the targeted units isn't destroyed).
Not all spells work, what do work are:
all the Damage spells, either from Destruction school or others,
from Light, Ressurection
from Dark, nothing
from Summoning, Fire Trap (?), Raise Dead, Earthquake, Phantom Forces (you get two clones instead of one), Firewall (?). What about Arcane Armor?
The double effect comes in play only if the hero has sufficient mana (double the cost of the desired spell).
After the casting of Mark of the Wizard, hero is substracted 50 (not 100) initiative points (?).
Magic immunity, resistance, protection works as should; if you have 15% Magic Protection and are attacked by a SP=3 Ice Bolt, the damage will be (96+12*3)*0,85=112.
If I've stated wrong info anywhere (likely), please correct me.
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Izzachar
Izzachar


Adventuring Hero
posted August 18, 2006 04:25 PM

not all destructive magic spells work, only the ones that have to be targeted on an enemy. So fireball wont deal double damage,

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted August 18, 2006 05:03 PM

I thought that fireball/meteor etc. will work too, if you target them exactly on the unit (meaning, their central hex has to be set on the unit)?
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Izzachar
Izzachar


Adventuring Hero
posted August 18, 2006 05:10 PM

hmm I do not think so now you got me uncertain.

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted August 18, 2006 05:57 PM

Now when I think, I am not sure that decay works. It IS a damage spell so it should work, however, in a mass version, it is of 4x4 size, therefore there is no middle spot, meaning, if it is correct that the Mark works even for Area destruction spells, there is no way that it could work for Area Decay. You are probably right that Mark does not work for Meteor etc.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 18, 2006 06:51 PM

Quote:

A hero can bind himself with the opponent's unit (can you do it if they are immune, like the Black Dragon?), so that each following spell (hero's attack does not work) works "double" on that unit (duration for as long the targeted units isn't destroyed).
Not all spells work, what do work are:
all the Damage spells, either from Destruction school or others,
from Light, Ressurection
from Dark, nothing
from Summoning, Fire Trap (?), Raise Dead, Earthquake, Phantom Forces (you get two clones instead of one), Firewall (?). What about Arcane Armor?
The double effect comes in play only if the hero has sufficient mana (double the cost of the desired spell).
After the casting of Mark of the Wizard, hero is substracted 50 (not 100) initiative points (?).
Magic immunity, resistance, protection works as should; if you have 15% Magic Protection and are attacked by a SP=3 Ice Bolt, the damage will be (96+12*3)*0,85=112.
If I've stated wrong info anywhere (likely), please correct me.


Mark of the wizard takes a whole turn and works with dark magic(not with master of: but it would be wasted then,no?).If you cast vulnerability the target will have his defence lowered twice.Also mark of the wizard can help you strike two targets simultaneously but for normal damage each.So if you mark say the mages and cast a spell on the gremlins both will be hit by the next spell.The same works for slow and CHAIN LIGHTNING! The mark does not support AoE spells so you will see no extra damage/duplication of meteor showers.Finally if you see a 'resisted' message and the effect of the magic cast then the spell will work but not doubly(much as casting 2 spells,one resisted the other hits).I don't know if I have missed something and have not tested it with summoning magic.
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Shauku83
Shauku83


Promising
Famous Hero
posted August 18, 2006 07:00 PM

Quote:
Just to make sure that I understand this ability (besides Soldier's Luck, this is where I lack the most knowledge):

A hero can bind himself with the opponent's unit (can you do it if they are immune, like the Black Dragon?), so that each following spell (hero's attack does not work) works "double" on that unit (duration for as long the targeted units isn't destroyed).


Can be cast on opponents or on your own units. More than one can be targeted.
Quote:

Not all spells work, what do work are:
all the Damage spells, either from Destruction school or others,


Not AoE spells like Fireball, CoW, Metoeor Shower.

Quote:

from Light, Ressurection


All light spells with a target work, but they do not cumulate, so they need to be cast on different creatures. An example, you have army of Mages, Gremlins, Gargoyles and Golems. You cast Mark of the Wizard on Golems. Then you cast Haste on Gremlins (Golems get Haste also), Righteous Might on Gargoyles (it is cast on Golems too) and Deflect Arrows on Mages (again the Golems get DA too)
Teleport doesn't work though, obviously. And Resurrection spells seem not to work (not confirmed though)
Quote:

from Dark, nothing


Wrong. Use the same example as above but instead you are facing Inferno as an opponent. Enemy army is Imps, Demons, Cerberi and Succubus. Cast Mark of the Wizard on Cerberi. Then cast Slow on Succubus (Cerberi are also slowed), afterwards cast Weakness on Imps (Cerberi also gets Weakness) and Blind on Demons to get the Cerberi Blinded too...
Quote:

from Summoning, Fire Trap (?), Raise Dead, Earthquake, Phantom Forces (you get two clones instead of one), Firewall (?). What about Arcane Armor?


Most of those are wrong, Mark of the Wizard needs a target. So the spells that work from Summoning are Fist of Wrath, Wasp Swarm, Raise Dead (not sure of this one, same as Resurrection), Phantom Forces (YES, two clones!!!) and Arcane Armor.

Quote:
The double effect comes in play only if the hero has sufficient mana (double the cost of the desired spell).


Yes.
Quote:

After the casting of Mark of the Wizard, hero is substracted 50 (not 100) initiative points (?).


It takes a full turn, 100 points.
Quote:

Magic immunity, resistance, protection works as should; if you have 15% Magic Protection and are attacked by a SP=3 Ice Bolt, the damage will be (96+12*3)*0,85=112.
If I've stated wrong info anywhere (likely), please correct me.


Magic resistance is applied normally. Destructive spells can be used to gain double damage on one stack or to get Lightning Bolt on two different stacks (very nice with Master of Storms). Light & Dark needs two different targets, because they don't inflict damage and thus their effect cannot be doubled.


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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted August 18, 2006 07:51 PM

Really nice. Do you know how exactly does it affect Arcane Armor? Does it affect only the 300+30*SP stat? I guess it CAN'T affect the 50% reduction on Expert Summoning (IMMUNITY!), but still, I'm not sure.
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Shauku83
Shauku83


Promising
Famous Hero
posted August 18, 2006 08:07 PM

Quote:
Really nice. Do you know how exactly does it affect Arcane Armor? Does it affect only the 300+30*SP stat? I guess it CAN'T affect the 50% reduction on Expert Summoning (IMMUNITY!), but still, I'm not sure.


Arcane Armor needs two targets aswell. So by selecting Titans with Mark of the Wizard, when you cast Arcane Armor on Rakhassas it is cast on Titans also. Casting the Arcane Armor on Titans directly (with Mark of the Wizard on them) won't do anything extra.
You will know how it works if you try to cast Arcane Armor on a stack if it already has Arcane Armor on it; it only replaces the previous one.

Only damage doing spells (and Distrupting Ray) can be cast on one target  to have it deal twise its effect on one creature.

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted August 18, 2006 08:25 PM

Really great stuff. You deserve a QP for all this. I have some more questions, though :

Say you MotW your unit, and then cast a Dark spell, say Frenzy on the opponent; is your unit frenzied as well? I guess not, this is an analogy to when you MotW yourself and then cast Ice bolt on the opponent - it's hard to believe that it will struck you also.

Another thing: if I MotW my unit and then cast a Dark spell on MYSELF, say Frenzy again, will the MotWed unit be frenzied also?
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TemjinGold
TemjinGold


Known Hero
posted August 18, 2006 10:59 PM

You can't cast harmful spells on yourself (it won't let you).
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Miru
Miru


Supreme Hero
A leaf in the river of time
posted August 19, 2006 05:44 AM

You can if you use area effect
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 27, 2006 01:04 PM

Jesus Christ...I tampered a bit with MotW and found it has so much unrealised potential.First of all more than one can exist at the same time so if you create another the first won't be replaced.It works good with all schools but with summoning and destructive it has more interesting combinations.A mark of wizard on rakshasas can make them nigh unstoppable with the right spells.First you cast phantom forces which casts it twice in front of the unit(make sure you have the space lest the clone disappears) and you can cast 'empowered'raise dead every little while-too hard to kill.But if you cast phantom forces on another unit too...Both units are raised simultaneously with a raise dead and the initial target of phantom forces still gets two clones.In one cast you have say,2 rakshasa clones and 1 mage clone or more dependant on how many MotW are out there.Chain lightning seems to be the only spell that can do double damage to other units with one MotW,whether cast on the marked creature(it's af it is hit by two) or you target another in which case two of them will be cast with both their chaining hitting nearby creatures.Also fist of wrath can become an effective dragon slayer(yes black dragons can be marked!) as well as a golem killer.With dark it is possible to play with many puppets and with light to resurrect 'true' like crazy.Of course with all these multiple castings I am grateful that wizards have plentiful spell points!
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TemjinGold
TemjinGold


Known Hero
posted August 27, 2006 04:00 PM

Quote:
You can if you use area effect


Yeah but AoE spells won't trigger MotW so that's moot.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 27, 2006 06:24 PM

Quote:
Jesus Christ...I tampered a bit with MotW and found it has so much unrealised potential.First of all more than one can exist at the same time so if you create another the first won't be replaced.


: O
wtf
sounds very nice. You have to survive a bit turns to set a number of marks, but then.. say, 4 marks at key units and frenzy/blind?

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re-animator
re-animator


Adventuring Hero
posted August 27, 2006 07:21 PM

Quote:
Jesus Christ...I tampered a bit with MotW and found it has so much unrealised potential.


My favorite tactic with MotW has been mass slow, a couple of MotW, and then expert Wasp Swarm.  It pretty much prevents those units from ever getting an action.  


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 27, 2006 08:07 PM

Quote:

My favorite tactic with MotW has been mass slow, a couple of MotW, and then expert Wasp Swarm.  It pretty much prevents those units from ever getting an action.  




Nice one!But to give 2 rounds to the opponent might cause a few casualties especially if he has tactics,aura of swiftness,windstrider boots or creatures with 8 speed.Wouldn't it be better to mark one creature and start wasp swarming another key unit?It would still harm two units.With sorcery and expert wasp swarm you can bump them back just before your next turn,maybe after if they are slow
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 20, 2006 02:24 PM

Heh a few things have changed since I last posted here.Many good combos were nerfed and the most notable change is the limit of one active motw at a time.I was a bit disappointed but I found out it was not the only thing that had changed on it.Now motw works with sorcery and reduces initiative just as the casting of a spell! Maybe its power was moderated but it's more useful now and it's good to know academy was compensated.
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cantaresg
cantaresg


Known Hero
posted September 21, 2006 08:15 AM

I did not know that the mark can be used on more than one target, so that being nerfed doesn't hurt me much. haha. But knowing that it is now affected by sorcery is indeed good news.

So comparing between empower and mark of the wizard, which is better?
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 21, 2006 09:19 AM

empowered spell works instantly. It's a big bonus. And there's always warlock's luck to buff it further.

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