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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Fallen knights?
Thread: Fallen knights? This thread is 3 pages long: 1 2 3 · NEXT»
Archmage_Faiz
Archmage_Faiz


Disgraceful
Hired Hero
posted January 03, 2007 06:15 PM

Fallen knights?

I usually always try to take Dark Magic -> Master of curses -> Fallen Knight and Master of Mind with Dougal. Dark magic seems very useful to me (even if Attack seems a little more important for Knights). But it seems that most players believe that it is better to only concentrate on non-magic skills with a Knight. While I do agree that such skills are more useful than most magic’s, I think magic is a very good addition to any hero who are allied to that particular spell school. Light magic is also highly useful, but I prefer the dark arts because of useful spells such as Slow and Weakness.

So tell me, what do you think about giving a Knight Dark magic?

____________
"For those who live in the past, there is no future."

/King Darios of Persia

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted January 03, 2007 06:41 PM

Quote:
But it seems that most players believe that it is better to only concentrate on non-magic skills with a Knight.



???? What? I always use Light magic with the Knights they help me a lot!

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emilsn
emilsn


Legendary Hero
posted January 03, 2007 06:44 PM

Yes i take Light magic too... and then some might skills...

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GenieLord
GenieLord


Honorable
Legendary Hero
posted January 03, 2007 09:27 PM

Quote:
I usually always try to take Dark Magic -> Master of curses -> Fallen Knight and Master of Mind with Dougal. Dark magic seems very useful to me (even if Attack seems a little more important for Knights). But it seems that most players believe that it is better to only concentrate on non-magic skills with a Knight. While I do agree that such skills are more useful than most magic’s, I think magic is a very good addition to any hero who are allied to that particular spell school. Light magic is also highly useful, but I prefer the dark arts because of useful spells such as Slow and Weakness.

So tell me, what do you think about giving a Knight Dark magic?



Well, the experties of the knights are light and dark magic.
With knight, between these two, I'll use light magic.
____________

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Dungeonian
Dungeonian


Adventuring Hero
Supreme matriarch
posted January 03, 2007 10:14 PM

I think that choose between Light and Dark should be delayed till building MG 5th lvl . Resurrection and Puppet master are dozens of time better than Holy/Unholy Word , so wait and choose "sightly" , develope mighty skills and perks earlier .
____________
 The Darkness is the right hand of the Light , the Light is the left hand of the Darkness .

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dfortae
dfortae


Known Hero
posted January 04, 2007 05:17 AM

Well, if you have Inquisitors, dark magic may actually be a better choice for variety!

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SS
SS


Known Hero
Strike first, Strike Hard
posted January 04, 2007 07:54 AM
Edited by SS at 07:58, 04 Jan 2007.

I think light magic is better than the dark magic since it enhances your units during a battle either defensive or offensive. and since knights do not gainmuch of spell power dark magic is not good as light magic.

Also if you get some of the sub divisions of the light magic such as mass blessings then you get Gardian angel which is nice.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 04, 2007 01:43 PM

Quote:
and since knights do not gainmuch of spell power dark magic is not good as light magic.


that's what Fallen Knight perk is for (+5 sp for dark magic).

Dark magic may be better than light against, say, inferno, because they don't have any reliable counters.

But the REAL killer in this game is dark+light together. And only haven is really able to do it well, since their prime magic is light and dark ;p. So, if patch 2.1 is going to nerf training, I guess that will be the next imba to appear

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 04, 2007 06:20 PM

of course light! dark magic has only 2% probability to gain it on level-up. light magic is standard knight school magic. haven units have very divergence damage, for exapmle maksmans 2-8 (dougal!), imperial griffins 5-15. ist very nice to bless them. haven is a defensive faction  with average-high defence, so protection spells like stoneskin are making then toughter. and you can resurrect archangels by spell.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 04, 2007 06:35 PM

btw, there will probably be "vampirism" dark spell in the nest patch, so  dark magic can become a nice thing for haven with all those griffins and paladins just begging for lifedrain

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Shauku83
Shauku83


Promising
Famous Hero
posted January 04, 2007 06:37 PM

Dark magic has 8% change to show on level up. It's the same as Light...

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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted January 04, 2007 06:54 PM

Quote:
btw, there will probably be "vampirism" dark spell in the nest patch, so  dark magic can become a nice thing for haven with all those griffins and paladins just begging for lifedrain


I bet the new spells will be in the 2nd expansion.  Since you get both spell types why not take both light and dark...if you cast mass spells you can pump out the spells pretty fast.
____________
Bask in the light of my glorious shining unicorn.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 04, 2007 07:02 PM
Edited by radar at 19:11, 04 Jan 2007.

Quote:
Dark magic has 8% change to show on level up. It's the same as Light...


yea, right. my mistake. but I still think light magic is MUCH better for knight


those spells will be with next patch? it is confirmed?

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 04, 2007 07:26 PM

no

but do you think they made those spell icons for fun? ;p

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Shauku83
Shauku83


Promising
Famous Hero
posted January 04, 2007 07:28 PM

Yep, Light is perhaps slightly better, but IMO only because of level 5 spells. Dark level 5 spell CotN is crap and Puppet Master needs spellpower much higher than Knights to become useful (more useful than Frenzy)
Still, a Dark Knight is more potent caster than a Light one, spellpower of 2 doen't make your Light spells last very long.. In Dark you are guaranteed to have atleast 6 Spellpower

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SS
SS


Known Hero
Strike first, Strike Hard
posted January 04, 2007 10:56 PM

I would strongly go for Light magic and blessing and gaurdian angel. Once I was playing against a computer player and I have several arcangels and some other units as well. once the battle started I lost all my units and at the same time I destroyed lots of enemy units. then I thought battle was lost but then angel came to seen and resurrected all   my archangels and I was back again and killed all the others and ressurrected several of my 2 of my other units as well.  
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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted January 05, 2007 12:33 AM
Edited by Darkeye at 00:37, 05 Jan 2007.

I totally go for the Fallen Knight as well. I put it on Isabelle during the campaign the first time, and ironically - she turned out to be the Fallen Knight (ressurecting her king and so on)

Master of Mind is probably one of the best abilities in the game since both mass slow and mass confusing can be very useful in larger battles - oops, your 1000 master hunters have forgot how to shoot (and the rest of the troops forgot to retaliate)

+5 SP is worth the -1 leadership, but stay away from Weakening strike; with that you have to skip Master of Mind as well.

By the way Doomforge. Where do you have the Vampirism from? Just curious.

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Darkeye

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 05, 2007 12:09 PM
Edited by Doomforge at 12:10, 05 Jan 2007.

some guys posted a few spell icons at celestialheavens and here. Also, they work even now with some mods.

So I guess they will add them in next patch.

btw how does weakining strike work for knights?

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted January 05, 2007 12:14 PM

Quote:
some guys posted a few spell icons at celestialheavens and here. Also, they work even now with some mods.

So I guess they will add them in next patch.

btw how does weakining strike work for knights?


Where can I download the Mod for the magics?
____________

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted January 05, 2007 12:17 PM

It works on retaliation strike (the ability of the Knight to "guard" a creature, you know ). But it's kinda the same as Mark of the Damned... only less effective sometimes (however if you have a uber-stack, then it might be very effective, the enemy just HAS to attack it!).

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