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Heroes Community > Heroes 5 - Temple of Ashan > Thread: ToTe skills - a small analysis :)
Thread: ToTe skills - a small analysis :) This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 02, 2007 02:56 PM

The seductresses are strong but they aren't without limits.  First there is probably some hp ratio determining who and what they can seduce...second when the stack dies the seduction is lifted.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted October 02, 2007 03:23 PM

On AoH it says: "The abilitys duration depends on the difference in power between the seducers and their victims." Anything that is not 4 times as powerfull as the Seducers can be seduced. Eventhough I have no idea what power is... The ability however works veeery nice. Just doing the Agrael Campaign with 3 stacks of these beauty... dang they sure do the trick...

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kermit
kermit


Known Hero
Soul hunter
posted October 03, 2007 03:38 PM

A few interesting combinations I'm looking forward to trying out when ToE comes out.

Knight

Fallen Knight + Twillight:
A tremendous boost to knight spell power, knowledge is still a problem however and should be remedied by artifacts or the unlikely intelligence
Shroud of darkness seems a good addition and light mastery offers a few interesting perks too.

Master of Abjuration + Power of speed:
Picking power of speed instead of master of wrath liberates an additional light perk for knight. This can be used to get both eternal light and fire resistance for knight. Retribution adds nicely to this combo, calling for expert leadership and empathy.

Warlock

Swift mind + Sorcery + Dark renewal:
Dark magic becomes viable through the use of arcane intuition with shadow matriarchs. Dark renewal gives a great boost vs magic resistant creatures. Sorcery and intelligence are nearly a required addition to this combo. Should expect extremely fast casting.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 03, 2007 05:25 PM

I don't really see why you need arcane intuition to learn Dark Magic from Shadow Matriarchs. Dungeon Mage Guilds offer Dark magic, and you can't learn tier 4-5 spells from Shadow Matriarchs either.

Sure, you'll get Slow, Vulnerabilty and Confusion for granted that way, if they don't show up in the Mage Guild, but it's by no means required to make a Warlock a decent Dark Mage.
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In ur base killing ur doods... and raising them as undeads.

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kermit
kermit


Known Hero
Soul hunter
posted October 03, 2007 05:31 PM

Quote:
I don't really see why you need arcane intuition to learn Dark Magic from Shadow Matriarchs. Dungeon Mage Guilds offer Dark magic, and you can't learn tier 4-5 spells from Shadow Matriarchs either.

Sure, you'll get Slow, Vulnerabilty and Confusion for granted that way, if they don't show up in the Mage Guild, but it's by no means required to make a Warlock a decent Dark Mage.


It is a requirement for swift mind

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 03, 2007 05:40 PM

okay, that makes more sense.
____________
In ur base killing ur doods... and raising them as undeads.

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George
George


Adventuring Hero
Dragon Lord
posted October 03, 2007 05:41 PM

Quote:
Warlock

Swift mind + Sorcery + Dark renewal:
Dark magic becomes viable through the use of arcane intuition with shadow matriarchs. Dark renewal gives a great boost vs magic resistant creatures. Sorcery and intelligence are nearly a required addition to this combo. Should expect extremely fast casting.



Since when are Warlocks spells resited??? I tought their racial skills helps them to negate all magic rezistance and partialy remove the magic-proff and imunity abilities of creatures he casts spells on. Am I wrong?
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okrane
okrane


Famous Hero
posted October 03, 2007 05:46 PM

as far as I know since 2.0 Arcane intuition no longer works with your own units. So you cannot learn them from your matriarchs.
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kermit
kermit


Known Hero
Soul hunter
posted October 03, 2007 06:01 PM

I play 1.5, in this version spells can be learnt from your own units
I saw unicorns resist my warlock's spell yesterday, I'm not sure about the effect, but it should probably trigger dark renewal

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 03, 2007 06:11 PM

Quote:
I don't really see why you need arcane intuition to learn Dark Magic from Shadow Matriarchs. Dungeon Mage Guilds offer Dark magic, and you can't learn tier 4-5 spells from Shadow Matriarchs either.


Correction: Dungeon Mage Guild offeres Destructive + Summoning spells, Dark Magic is only avilable randomly in the bonus spell slot.

And Arcane Intuition was changed back once again in latest patch 1.5 as said above, suspect 3.0 will stick with that.
____________
What will happen now?

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kermit
kermit


Known Hero
Soul hunter
posted October 03, 2007 10:58 PM

I'm not sure how things are in 2.1 atm but I gather spells mst be resisted in some way for dark renewal to work. Otherwise it's a complete waste of skill like empathy. Or maybe it's the skill that will make any magic resistance useless when fighting a warlock. This skill seems quite intriguing.

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 03, 2007 11:05 PM

Quote:

I saw unicorns resist my warlock's spell yesterday, I'm not sure about the effect, but it should probably trigger dark renewal


So it was a dark spell that was resisted?  Have you ever seen a destructive spell resisted?  On the dark spell that was resisted was there a partial effect?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 03, 2007 11:42 PM

Only dark spells can be resisted with irresistible spells. It affects only destructive.
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kermit
kermit


Known Hero
Soul hunter
posted October 04, 2007 11:16 AM

Ok supposing that destructive always does some amount of damage, it doesn't necessarily mean that an ability affected by resistance is not triggered. On the contrary this would lead me to think that when resistance kicks in, the damage is still done AND the warlock gains back up to 0.5 ATB and all mana spent on the cast. This would be pretty wicked

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 04, 2007 02:43 PM

actually, the description of Irrestistible Magic doesn't mention anything about resistance, only that magical protection is partially negated (half it at Expert) and normally resistant creatures (like Black Dragons) take 50% damage. Then again, I haven't played Warlocks enough to know if resistance is effected.

As for Dark Renewal, it sadly doesn't effect Mass spells, to it will only be useful for the Master of Pain area spells, Sorrow, Frenzy and Puppet Master inside it's own school. It should work with Destructive Magic in general though, since Light Magic and Summoning Magic have few spells that can be resisted (Vengance and Wasp Swarm).
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In ur base killing ur doods... and raising them as undeads.

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George
George


Adventuring Hero
Dragon Lord
posted October 04, 2007 03:23 PM

Quote:
Only dark spells can be resisted with irresistible spells. It affects only destructive.


Oh I understand now...I tought any spell can't be resisted if a Warlock casts it... Thanks for info
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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted October 05, 2007 08:39 PM

Nival really left me down on this one

Of course I'm talking about balance and strategy, not graphics or animations whatever.

First, some of the Alternative upgrades are the same as mentioned before the game was out (and I thought it was misleading information )

The fact that a lot of skills, including Warlock's Luck (yep, read that Warlock which is now available to Wizards ) are available to alot others just screws up the originality. However I also like that Fortress have now less unique abilities, because it was completely unfair before (didn't play with Orcs so can't comment there).

Secondly, the artifact sets are really disturbing me -- not because of their 'coolness' but because of their impact on the "lucky" player who'll have them. I mean, if you have even a very small chance (like 5%) to get something ultra-imba and wipe everything out in your way, it's no fun when it'll happen. I mean, they should really make their effect much weaker, not to have a great impact.

Third, I still see luck is imba as ever. However I'm glad for the mixed neutrals because they really rule.


Now since this isn't 100% on topic about abilities (sorry, honest ) I'm not going to continue my whining. But I'll just say this: "They screwed Necro completely"

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kermit
kermit


Known Hero
Soul hunter
posted October 05, 2007 09:11 PM

200 hp rez tent hihihi quadruple balista with flaming arrows huhuhu

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 05, 2007 11:11 PM

not everything is bad on the necro front, but some changes are definitely a bit weird. I'll only say one word: Empathy.
____________
In ur base killing ur doods... and raising them as undeads.

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George
George


Adventuring Hero
Dragon Lord
posted October 06, 2007 01:55 PM

Wizard with Staff of Sar-Isus + Ignite + Warlocks Luck + Loads Of Mana + Fireball = Sweet
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