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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Runemage Analysis
Thread: Runemage Analysis This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 22, 2007 01:50 PM

Summoning has a 2% chance to pop up, ey?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 22, 2007 02:20 PM

Of course not! It's double that for the amazing percentage of... 4%!
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 22, 2007 02:28 PM
Edited by VokialBG at 15:08, 22 Feb 2007.

Quote:

I'd say that their selection is situational.


Well yes, but I just want to write for the best skills

EDIT:

Quote:

Summoning if you get fire trap or phantom forces(do runes work with them?) and then go for runic armour.


You can not use runes for the phantoms.

Really, Summoning magic and Sorcery are not good ideas.
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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted February 22, 2007 03:14 PM

Runes for Phantoms would have been crazy! Good that the game is that balanced. But you can get Phantom F with Magic Insight if you have Sorcery (e.g with Erling) Then you can make phantom stacks of the blackbears which will get at least one strike before getting shot. In addition they will have paw strike and therefore in many cases not get retaliated at.

And Sorcery is by no means useless with Empathy - it gives double up. As I mentioned your hero may get an initive of 29 at the most (7 creatures with morale 5 and expert sorcery). If you also had swift mind and distract you can only imagine ...

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 22, 2007 03:37 PM

With so much initiative, you'd run dry extremely quick.. Cuz dwarves have poor knowledge.. Warlocks have the same problem, but they have the +1 knowledge building, secrets of destruction +2 and easy access to sorcery (and therafore, arcane training and erratic mana). Dwarves have none of these. I'd say it's not so uber to get that much casting speed if you haven't got endless mana like the wizards

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 22, 2007 03:47 PM

Yes but that lineup also contains tap runes which can help much with mana.
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emilsn
emilsn


Legendary Hero
posted February 22, 2007 05:55 PM
Edited by emilsn at 17:56, 22 Feb 2007.

Quote:
Runes for Phantoms would have been crazy! Good that the game is that balanced. But you can get Phantom F with Magic Insight if you have Sorcery (e.g with Erling) Then you can make phantom stacks of the blackbears which will get at least one strike before getting shot. In addition they will have paw strike and therefore in many cases not get retaliated at.

And Sorcery is by no means useless with Empathy - it gives double up. As I mentioned your hero may get an initive of 29 at the most (7 creatures with morale 5 and expert sorcery). If you also had swift mind and distract you can only imagine ...


Again, You will not need Sorcery with Empathy. I played a game where i got Empathy, With Runic attunement ofcourse. You see first the Bersekers act, Rune of charge on, they run and kill + moral bonus, Helmar goes goes number 3 in line of acting, then Blackbears move, Rune of charge, they go kill and then its Helmars Turn... I won't need sorcery, Your Hero will act twice as fast and you will never to boost that...

But ofcourse with out Empathy, you would might wanna think about getting it..

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hydroman
hydroman

Tavern Dweller
posted February 23, 2007 04:30 AM

You don't really "need" the initiative bonus of sorcery or empathy, but realistically you want as much as you can get. So empathy + sorcery is a lot better than empathy alone when it comes to casting speed, although you don't need either of them. Sorcery also comes with those wonderful skills that help prolong your mana so you can actually cast as often as possible, so it's a great thing to have if you're going to be an offensive caster.

Ideally, you'd have sorcery (mana regeneration, arcane training), leadership (empathy), enlightenment (tap runes) and logistics (swift mind) for some sick casting speeds that I can only dream of
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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted February 23, 2007 06:08 PM

It depends much on the map how much knowledge you can aquire. I agree that Empathy+Sorcery in Armageddon strategy will make you go dry fast, but in the case you want to soften the enemy, it is a matter of survival and cast as many armageddon showers as possible before your lavas/magmas are down. This would apply when you are seriously outnumbered, playing on really high difficulty.

With light magic, the straegy shouldn't result in emptu mana but rather to get all usefull light spells out asap. So if you could get mass haste, defection, edurance, righteous migh (free w/ helmar) and divine strength within a short time you'll get a big advantage.

And with Phantom forces, you can only imagine how 29 iniative would do. Of course it is a rather expensive spell, but with arcane training it may work a while.

But I see your strategies as promising as well; When playing Haven I usually go for light magic.


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Fofa
Fofa


Famous Hero
Famous? Me?!
posted February 24, 2007 04:59 AM

If anyone's curious about the Dwarves' ultimate skill, Absolute Protection, the required skills are:
Master of Fire -> Ignite -> Mana Burst (Destructive Magic)

Ballista -> Runic Machines -> Triple Ballista [also needs Greater Rune] (War Machines)

Pathfinding -> Snatch -> Swift Mind [also needs Refresh Rune] (Logistics)

Protection -> Defensive Formation -> Preparation (Defense)

Gathering the starting skills of the Fortress heroes, the only ones who CAN'T acquire Absolute Protection are:
Ingvar (Starts with Vitality)
Svea (Starts with Master of Lightning)
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 24, 2007 11:32 AM

ultimate protection is better than sylvan's absolute luck, btw.

Sylvan's high luck gets wasted on absolute luck. I mean, who needs that 3 points of luck if any hit is lucky anyway?

There is no luck-reducing ability except dead man's curse, though, so ultimate protection is a free bonus and nothing gets wasted by taking it

THe other problem is: You can't get ultimate skills in a 1v1 game.. Which sucks. The best would be three skills needed instead of four, and no ridiculous 2%-chance-to-pop-up-skills as requirements.

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted February 24, 2007 11:37 AM

I dislike ultimate abilities... I think they would break the balance, and everyone will want to have them (like Deleb), so no more free-levelup-choice (you'll want to get the skills needed for the ultimates)

Some are just too strong, like Nature's Luck, Absolute Protection and Howl of Terror.

Some, on the other hand, are trash: like Unstoppable Charge and Rage of the Elements.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 24, 2007 11:48 AM

Well, some certainly are wicked.

Let's say.. howl of terror. -6 to morale, combined with deidre's ordinary banshee's howl makes -8.. now, let's say you have an artie that gives further -2 and wtf, 100% chance for enemy units to get bad morale? Assuming he doesn't have arties that boost morale (leadership is common only for knights anyway).. that would be fun

Things like unstoppable charge or rage of elements are indeed very crappy.

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emilsn
emilsn


Legendary Hero
posted February 24, 2007 12:42 PM

Arent absolute protection a bit overpowered, Always unlucky.. Try to siege a dwarven town with a hero inside with this ability. 1000-2000 Shield guards there. a huge dwarven army... With -luck you will never bring down 2000 shield guards, not to say a good amount of magma dragons... Good i Like the dwarves!!

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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted February 25, 2007 05:45 AM

Quote:
Well, some certainly are wicked.

Let's say.. howl of terror. -6 to morale, combined with deidre's ordinary banshee's howl makes -8.. now, let's say you have an artie that gives further -2 and wtf, 100% chance for enemy units to get bad morale? Assuming he doesn't have arties that boost morale (leadership is common only for knights anyway).. that would be fun

Things like unstoppable charge or rage of elements are indeed very crappy.


Well assuming the enemy has +5 morale that would make them -5 morale.  And anyway isn't that the cap?

I once had -3 morale with a bad combination of hero and different types of creatures...it was hard to get a turn in, it felt like 25%.
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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted February 25, 2007 09:22 PM

Ultimate abilites! I can't see why to bother. If you are so xtremly luck to get it, it will be at the end of the game anyway.
For many of the characters you have to choose tons of crap to even have a chance, so why bother? I can see its being used for certain scenarios like the Sylvan campaign though.

And if you like ultimate skills, I rather download Alcibaldes mod where you'll only need 3 full skilltrees to get it.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 09, 2007 08:50 AM

Don't worry, ultimates (almost) never appear in a normal MP game. To be honest, I NEVER saw any ultimate in my career.

By the way, good question.. I doubt spells can get unlucky, but does absolute protection negate warlock's luck?

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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted March 09, 2007 06:19 PM
Edited by Darkeye at 18:19, 09 Mar 2007.

I sincerly doubt it since it is specified that Warlock's luck can't be unlucky.
An empowered implosion misplaced on your best stack by Magic Mirror - That is an unlucky spell

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emilsn
emilsn


Legendary Hero
posted March 09, 2007 07:47 PM

Quote:
I sincerly doubt it since it is specified that Warlock's luck can't be unlucky.
An empowered implosion misplaced on your best stack by Magic Mirror - That is an unlucky spell


I would love it to take out warlocks luck, since its should take out all luck in each battle and spell luck counts as well... and if it dont take it out, then Warlocks really should start fighting those hairy guys

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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted March 09, 2007 10:01 PM
Edited by Darkeye at 22:02, 09 Mar 2007.

It would be the same case for Demon Lord's Swarming Gate. Should the Warlocks fight the buring guys as well?

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