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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Best abilities in the game?
Thread: Best abilities in the game? This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 14, 2007 06:53 PM

Maybe that's why they made it so?
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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted January 14, 2007 11:02 PM

Quote:
Too bad you have to choose between "archery" and "power of speed" as a necro.. both of them are invaluable >_>



I agree. Though Battle Frenzy is very handy for the necros.
I have considered going for defense only to get vitality for the archers (+40% HP), but that doesn't mind when raising them back - only makes them hold longer.

But yes - 20% xtra damage would be great, but is it worth the loss of Mass speed?

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted January 15, 2007 05:35 PM

Quote:
With all the talk about Haven being overpowered because of the Marksmen and stuff, I find Divine Guidance to be a particularly usefull ability, because it'll effectively let your Marksmen or Paladins get an extra action whenever your Hero has turn - at least most of the time. I was supprised how much use I made of that ability.
It only adds a 0.33 to ATB value (1/3 of the ATB, if marksmen had 0 initiative, then you would need to cast DG 3 times to put them in action). On the other hand Wasp Swarm at Expert reduces ATB by 0.6, almost double but I know that DG doesn't cost any mana

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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted January 15, 2007 05:49 PM

Quote:
It only adds a 0.33 to ATB value (1/3 of the ATB, if marksmen had 0 initiative, then you would need to cast DG 3 times to put them in action). On the other hand Wasp Swarm at Expert reduces ATB by 0.6, almost double but I know that DG doesn't cost any mana


Both will be free in the hands of necromancer
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Where there is Faith, Hope arises.

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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted January 15, 2007 07:53 PM

Quote:
It only adds a 0.33 to ATB value (1/3 of the ATB, if marksmen had 0 initiative, then you would need to cast DG 3 times to put them in action


So Divine Guidance is cumulative? I didn't know. I didn't know of any light or dark magic except Vulnerability that were cumulative. But so were the earlier versions "Disrupting Ray"

Or have they really changed the rules from earlier version, making all such spells cumulative? Can you cast 2X Endurance making it +24 Defence on Expert level?
I haven't checked it out yet.

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted January 15, 2007 08:01 PM

No, Endurance is not cumulative, only Vulnerability.

As for Divine Guidance, it has no "effect", it's an instant spell. ATB is not initiative! It has no "effect" like haste, it just instantly puts your marksmen 33% ahead on their turn, it doesn't take into account initiative.

As a tip, DG is useful for "slow" stacks like marksmen, squires, etc. Because the 33% ATB is accumulated slower for those units than, for example, Griffins.

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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted January 15, 2007 11:32 PM

I see! So you "sacrifice" you heros action for your stack. But how exactly is the iniative accumulated through the fight?
Is there a place to get a good insight in the mechanisms you could recommend?

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Dragonious
Dragonious


Adventuring Hero
Playing FFX
posted December 29, 2008 12:27 AM

me?My some of my faves are the ultimate racial ones.
Wizards:Wizard's award.(I don't like wizards.)
Demons:Urgash's Call,Excruciating Strike,Consume corpse(with soulfire) and mark of the damned.(Whew)
Haven:Guardian Angel and Benediction.
Sylvan:What was that ultimate racial for it called?Ummmm the one that gave your elves absolute luckyness?
Necromancer:None.
Warlock:Empowered spells and dark revelation.
If this has nothing to do with topic,do not hesitate to burn me.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 01, 2009 12:33 AM
Edited by Asheera at 00:33, 01 Jan 2009.

Well since it was resurrected two days ago anyway, and I'm not sure where to post this (new topic - even worse)

Did anyone notice that Shrug Darkness is twice as powerful as Weaken Dark? Which one is actually balanced and which one is overpowered/underpowered? Nival is simply weird in balancing this game.


Sorry in advance if it's not the good topic for such discussion.
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veco
veco


Legendary Hero
who am I?
posted January 01, 2009 01:16 AM
Edited by veco at 01:34, 01 Jan 2009.

Basic Shatter Dark gives you already -25% Spellpower for the opponent
Advanced and Expert give you -50% Spellpower for opponent (plus Mastery level reduse)

And then you add Weaken Dark -25% Spellpower(if it's addictive that is)

So you get -75% Spellpower, 1-3circle spells are decrease by 2 mastery levels and 4-5 circle spells are decreased by one - 4 skill points

Or: Advanced Shatter Dark -50% Spellpower, 1-3 circle spells mastery decrease by 2 levels, 4th cricle - one mastery decrease - 2 skill points

Shrug of Darkness -50% Spellpower, acces to 1-3 circle spells- 2 skill points


This is wrong.


And it's not overpowered most of the times - unless you have the full set and the opponent has only this magic school. Very rare.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 01, 2009 01:22 AM
Edited by Asheera at 01:23, 01 Jan 2009.

Hmm no, I don't think you understood how it works.

With Shatter Dark, enemy dark magic spells of 1-3 levels are reduced in power:

Basic Shatter Dark:
Expert Advanced
Advanced Basic
Basic None
None 25% spellpower reduction (since you can't have a lower mastery)

Advanced Shatter Dark:
Expert Basic
Advanced None
Basic None & 25% Spellpower reduction
None 50% spellpower reduction

+ level 4 spells are reduced by one mastery (same formula as in Basic Shatter for level 1-3 spells)

Expert Shatter Dark:
Same as Advanced only that the 5th level spells are also reduced by one mastery level.

Hope it's clear
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veco
veco


Legendary Hero
who am I?
posted January 01, 2009 01:32 AM

Oh I see.
I couldn't believe for myself what I was writing, hehe
Thanks for clearing that up. Then it depends on the situation - if the enemy is casting low rank mass spells - Shatter is better. If level 4-5 then Shrug of Darkness. Considering only Basic Shatter + Weaken Dark
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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted January 01, 2009 11:42 AM

Now with TotE v3.1, this thread deserves new posts as several abilites have been changed.

I will edit this post to give my take on the better abilities (sorted by skills), though I guess I have to split it into parts (or Elvin will have something to say again).





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The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
Many current projects on hand.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 01, 2009 01:19 PM

best combat abilities (not including ultimate abilities) : imbued arrows + rain of arrows.
mark of the wizard is awesome too.

for the ultimate, I suppose it would be (never reached an ultimate ability) :

1) Absolute rage or Urgash call (Huge bonus at the beginning of a battle)
3) Wrath of the elements (Adds a lots of damage to both magical and physical attacks and is independant from luck)
4) Supernatural luck (physical damage halved? I suppose it doesn't work againt spells)
5) Terror howl (You have to waste a turn, but it doesn't seem too bad)
6) Nature's luck (there is a chance you already have a decent level of chance)
7) Unstoppable charge
?) Arcane omniscience (I suppose it depends a lot on what spell you got and didn't got)

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted January 01, 2009 02:30 PM

Elven luck, warlock's luck, Preparation, Counterspell, Erratic Mana, Intelligence, Triple Ballista, Retribution, Empathy, Teleport Assault, Swift Mind.
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Coincidence? I think not!!!!

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 01, 2009 02:32 PM

Erratic Mana?

It's weaker than even Arcane Training.

Erratic Mana has a 50% chance when casting a spell to reduce its mana cost by a random value between 1% and 50% (average 25%). But, since it triggers in only 50% of the cases, the average actual reduction is 12.5%, while Arcane Training reduces mana cost by 20%.
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veco
veco


Legendary Hero
who am I?
posted January 01, 2009 02:42 PM

Magic factions:
Mark of the Wizard
Mark of the Necromancer
Consume Artifact

Might factions:
Rage
Retribution
Divine Guidance
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted January 01, 2009 02:44 PM

Quote:
Erratic Mana?

It's weaker than even Arcane Training.

Erratic Mana has a 50% chance when casting a spell to reduce its mana cost by a random value between 1% and 50% (average 25%). But, since it triggers in only 50% of the cases, the average actual reduction is 12.5%, while Arcane Training reduces mana cost by 20%.


Arcane Trainng is a Prequiite to Erratic mana, and both in a combination is quite interestin imo. OF Course, it's useless for Rangers and Wirds, but it's god when you are low on mana (and have failed to get Enlightement)
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Coincidence? I think not!!!!

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 01, 2009 02:46 PM

That was pre-TotE, now all factions (except Warlock, and obviously, Barbarian), require Mana Regeneration for Erratic Mana.

The Warlock is the only one that needs nothing for Erratic Mana except Empowered Spells, and that's really annoying since I usually want to avoid that weak perk but it pops up (since it's also an advanced ability)
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veco
veco


Legendary Hero
who am I?
posted January 01, 2009 02:47 PM
Edited by veco at 14:48, 01 Jan 2009.

No, Arcane training is never a prerequisite for Erratic Mana. Mana Regeneration sometimes is


edit: darn it! From now on I'll post first and check for typos later!
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