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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Spells for factions
Thread: Spells for factions
wiseguy
wiseguy


Hired Hero
posted July 10, 2007 04:14 PM

Spells for factions

This Thread is about which spell school is the best to to use for each different faction
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GenieLord
GenieLord


Honorable
Legendary Hero
posted July 10, 2007 06:31 PM
Edited by GenieLord at 19:21, 10 Jul 2007.

Every faction has two magic schools:

Haven: Light and Dark
Inferno: Dark and Destructive
Necropolis: Dark and Summoning
Dungeon: Desctructive and Summoning
Sylvan: Light and Desctructive
Academy: Light and Summoning
Fortress: Light and Desctrutive (+Runic)

Every faction is supposed to be the best with its schools.
Anyway, in my opinion:

Haven is the best with Light Magic.
It seems like its creatures are just built for blasses like Divine Strength, Haste, Righteous Might, etc. Mass effects for these spells does them even more powerful.

Inferno is might faction, not magic, and pretty weak with all the magic schools. Serious lack of Spell Power affects its magical weakness a lot. Anyway, out of all of them, it's the best with Destructive Magic.

Necropolis is the best with Dark Magic. They have a clear adventage with dark spells, since many of them don't effect Undead creatures. However, might be useful for the Necromancer to have Summoning Magic mastery as well, for Raise Dead spell, which is the most useful spell for Undead troops.

Dungeon is definitely the best with Destructive Magic. The Warlocks' racial skill, Elemental Chains, adds small bonuses to the dealt damage in these spells. Warlock's racial skill will be pointless if the hero doesn't have Destructive Magic mastery.

Sylvan isn't magic faction as well, so it weak with most of the magic schools, but it's pretty okay with Destructive Magic. Causing damage to the enemy can never be bad.

Academy is the best with Summoning Magic. The assistance from the summoned creatures is very helpful for the Wizards. The Wizard's high Spell Power does them very powerful (or summons them in large amount), and the high Knowledge (+intelligence ability, that Wizards usually have) helps with the high mana costs of these spells.

Fortress hero isn't magical as well, and his job is basicly to have good runic spells, that the creature will be able to use on the combat. He might assist them with Desctructive Magic.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted July 10, 2007 07:00 PM

Fortress has destructive+light (same as sylvan), but they get runic as an extra

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GenieLord
GenieLord


Honorable
Legendary Hero
posted July 10, 2007 07:11 PM

Quote:
Fortress has destructive+light (same as sylvan), but they get runic as an extra

Thank you for the correction.

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wiseguy
wiseguy


Hired Hero
posted July 10, 2007 11:47 PM

Quote:
Every faction has two magic schools:

Haven: Light and Dark
Inferno: Dark and Destructive
Necropolis: Dark and Summoning
Dungeon: Desctructive and Summoning
Sylvan: Light and Desctructive
Academy: Light and Summoning
Fortress: Light and Desctrutive (+Runic)

Every faction is supposed to be the best with its schools.
Anyway, in my opinion:

Haven is the best with Light Magic.
It seems like its creatures are just built for blasses like Divine Strength, Haste, Righteous Might, etc. Mass effects for these spells does them even more powerful.

Inferno is might faction, not magic, and pretty weak with all the magic schools. Serious lack of Spell Power affects its magical weakness a lot. Anyway, out of all of them, it's the best with Destructive Magic.

Necropolis is the best with Dark Magic. They have a clear adventage with dark spells, since many of them don't effect Undead creatures. However, might be useful for the Necromancer to have Summoning Magic mastery as well, for Raise Dead spell, which is the most useful spell for Undead troops.

Dungeon is definitely the best with Destructive Magic. The Warlocks' racial skill, Elemental Chains, adds small bonuses to the dealt damage in these spells. Warlock's racial skill will be pointless if the hero doesn't have Destructive Magic mastery.

Sylvan isn't magic faction as well, so it weak with most of the magic schools, but it's pretty okay with Destructive Magic. Causing damage to the enemy can never be bad.

Academy is the best with Summoning Magic. The assistance from the summoned creatures is very helpful for the Wizards. The Wizard's high Spell Power does them very powerful (or summons them in large amount), and the high Knowledge (+intelligence ability, that Wizards usually have) helps with the high mana costs of these spells.

Fortress hero isn't magical as well, and his job is basicly to have good runic spells, that the creature will be able to use on the combat. He might assist them with Desctructive Magic.




I pretty much agree but i think that inferno is better with dark because demonlords have higher knowledge than spellpower and spells like pupput master don't need spellpower like implosion. Slyvan with light for the same reason
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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted July 11, 2007 01:20 AM

GL summed it up pretty well, although I have some personal issues with his ideology, so I will post my vision.

Haven
Both, Dark and Light Magic, work well with the Knights, even though darkness seems not to fit their concept (unless they are selfish ruthless bastards). Considering you aim for the Fallen Knight perk, Dark Magic becomes pretty handy. Even though the army suffers a morale penalty, it can easily be regained by putting on a morale artifact (who seem to be lying on the floor on every map) or obtaining Leadership. Light Magic is a natural for the knights. Other magic schools are plainly not worth taking.

Inferno
Inferno is more or less into might rather than magic, even though it can severely harm the opponent with magic as well. Destructive Magic is not nearly as useful as it is with some other factions, even those who are not inclined towards it, due to low spell power. Dark Magic, however, although with a rather short period of working due to low spell power, serves the demons pretty well as slowing and weakening the foes before the gated reinforcements arrive is well worth it. Puppet Master is the core spell. However, should Light Magic cross the demon's path it will do wonders. Righteous Might works astoundingly well with Pit Fiends.

Academy
Although not inclined towards Destructive, Academy works best with it if using MMR tactics. High spellpower and spell points allow them to wreak havoc especially when creeping but not in the end fights. Mark of the Wizard boosts its worth further on. Other than that, Light is as good as with every faction. Summoning is not the best power up, but it certainly gives you a boost with the amount of summoned creatures if used adequately.

Necropolis
A true tie between Summoning and Dark. But only in some cases. Summoning will never do good in end fights as you will not be able to cast raise dead as many times as you want. Dark, however, is the undead engine. Due to immense spell power, curses work best with Necropolis, but its rather scarce amount of spell points make it harder to produce as many of them as wanted. Destructive can do. Light is rare and even though quite worth it, better to get Dark right from the start.

Sylvan
Dark and Summoning are a waste of skill slots. Sylvan, on the contrary to GL's post, does quite well with the elves. Light Magic can boost every lineup and the elves seem to have an affinity. Destructive, although rather low spell power, is a booming skill if War Machines is obtained. Then you can tremendously harm your enemy.

Dungeon
Ok. One-sided victory. Like everyone would state, warlocks are made for Destructive, as the skills state. Everything leads to this conclusion and you can just watch how they disempower and vanquish their enemies with massively damaging attacks. Other schools are rather rare and not really something worth a lot. Summoning, to which the faction is inclined, is a waste.

Fortress
Runic. Runic really. Runic. Other than Runic, Light. And light. Light + Runes = boom! Tremendous boost. Vital to increase the initiative of the otherwise slow units. Other magic schools have not been studied but I believe that they do not work as good as the aforementioned set. Magical or not, the dwarves can perfectly combine two types of stat-boosting magic.

We shall see how the system is changed in TotE. If the system is revamped as much as tehy tell us, then I can guarantee all of this is subject to change.  

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 11, 2007 01:30 AM
Edited by alcibiades at 01:31, 11 Jul 2007.

I have to add here, that I generally favor Light and Dark magic, to an extent that I will say no matter which class you play, they will help you. Of course, some are better than others, and I would particularly like to emphasize:

- Academy should go for both Light AND Dark Magic. The Wizard has plenty of Mana, and the combination of Mass Slow, Mass Haste, and thereafter Mass blesses and curses as appropriate is extemely powerfull.

- Inferno, although it's an odd combination, goes really well with Light Magic as TDL says. Cleansing will be a huge help for Inferno against Dark Magic users (as for any faction, but Inferno lacks other meassure of dispelling), and the combination of Haste, Divine Strength and Righteous Might is really good on Inferno units, because they are swift, have large Damage ranges and Demon Lord has high Attack himself.

- Sylvan should deffinitely go for Light rather than Destructive. Yes, there is the odd (2 %!) chance of War Machines and Imbue Ballista, but it's hardly worth wagering on. Light does wonders for the Sylvan, especially Haste goes very well with their already swift units.

Btw. this belongs in Temple rather than Modder's Workshop.
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sfidanza
sfidanza


Promising
Supreme Hero
posted July 15, 2007 12:56 PM

Quote:
Btw. this belongs in Temple rather than Modder's Workshop.

Agreed and moved.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted July 15, 2007 03:19 PM

yeah its a pity that inferno only has a 2% chance for light as they are the faction that benefits most from light magic spells (divine strength is a killer for all your units!) and as allready was pointed out it will help you to deal with your worst enemy : Dark Magic

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holytitan
holytitan

Tavern Dweller
posted May 10, 2008 02:35 PM

        sylavans green,emerald and crystal dragons can get really high initiative by mass haste(14+40%=upto+19 initiative,able to attacke treants almost thrice

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carcity
carcity


Supreme Hero
Blind Sage
posted May 15, 2008 07:42 PM

hey GL doesn't Dungeon have destructive and dark magic?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 15, 2008 08:01 PM

Not dark, summoning.
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Nerull
Nerull


Hired Hero
posted May 16, 2008 10:13 AM

I do not think a Demon Lord has any use for destructive magic other than the "Fire Mastery" -50% Def effect. Apart from that, a Demon Lord has 15% chance to get a point in Spellpower whenever he gets one, and without the help of artifacts and/or adventure map objects, he may as well as not finish any game with 2-3 points of Spellpower. This renders all Destructive spells dealing sheet.

No, there are better choices.

A Demon Lord has 30% chance of getting Knowledge each time he gets a point (and starts with two at level 1). This, along with Familiars 'mana stealing' ablility, makes insane difference. A Demon Lord at level 12 is very likely to walk around with 60-80 mana without the Intelligence perk, any artifacts etc. and over 100 if he had a chance to meet an enemy hero in the meantime.
So, what we get is nearly endless mana with little spellpower. There are two solutions: Dark and Light Magic. The first one is obvious, and nothing cripples an enemy army better than a series of Mass Slow, Mass Confusion, Mass Suffering, Mass Weakness (each cast wasting only half a turn of the Hero while mana is not an issue), plus a few Blinds, Puppet Masters, Frenzies and a Sorrow on the toughest creature.
Light Magic is trickier to get, but it fits perfectly with Inferno. Inferno's Main weakness is the big damage range (Demon has 36-66, vermin 1-4, Horned Grunt has 1-4, Pit whatever 13-31) and Divine Strength works wonders on these. Mass Endurance could let your army survive so much longer, and Mass Haste is what Inferno wants to use as  often as possible, cause Speed is everything to them. Having Light Magic means you don't need "power of speed/endurance" perks anymore (if not the spells themselves), and you can take other, just as useful perks. Also, if you could lay your hand on resurrection, you could really make your army unyielding, because another problem of inferno is that Gating skill works only with Inferno units, unlike other racial skills. Also, with 2% chance of getting Leadership, no way of effectively using enemy units without crippling your army morale (except for trading them for experience), it becomes near critical that you always win with minimal losses and have as powerful an INFERNAL army as you can.

Only after these two and only if necessary should he take Destructive Magic for its -50% Defense effect. It is powerful in itself, but not as useful as any other skill tree, including defense or even Enlightenment.

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