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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Useful spells and Skills/abilities
Thread: Useful spells and Skills/abilities
Guarder
Guarder


Supreme Hero
posted February 07, 2008 05:00 PM
Edited by Guarder at 15:41, 08 Feb 2008.

Useful spells and Skills/abilities

Here i will try to find some good strategies with spells/heroes abilities and their usefulness against the factions. Please correct me if i'm wrong.

Firetrap: I actually never used it before,but now, i use it very often, and it have some nice powers, especially with Warlock/Necromancer/Wizard.if i say good, I mean good for level one spells

When to use it:
You should defend your shooters or other important unit. Don't put it around a flyer, shooter or caster, it wouldn't siply work, before the shooter is out of shots and caster is out of mana. If you are Sylvan, i will recommend: Expert summoning, imbue arrow(and imbue ballista), expert warmachines, ballista(both skill and machine) expert attack with flaming arrows and imbue the ballista with firetrap(you need much mana for this to work)

Best usage: it is ofcourse with expert summoning and Master of earthblood.

Sylvan: Sylan has 2 flyers, and 2 shooters/casters and 3 walkers. which mean that you should put the firetrap around your own creatures, if it isn't too late. So it's maybe smarter to use another spell, becouse of the high initiative.

Haven: Haven has 2 flyers, 2 shooters/casters and 3 walkers. It's much the same as sylvan, expect for the not so high initiative. It's probably too late to use it on paladin, and griffins often use the griffin dives(rush dive and battle dive) so you have problems to hit them. But against Squires and peasanats, it work grea, becouse they are slow, and then, vulnerable, since you can summon tons of traps before they have comed to their reach.

Academy: Academy has 3 shooters/castera(!!!) 2 flyers and 2 walkers. oneof the walkers take little damage from the firetrap, and the two flyers are unpredictable, sine djinns are pretty fast, and they often has ammo cart since pof the three shooers
So you better not waste a turn on firetrap against Academy.

Inferno: Inferno has 2 shooters/casters(maybe just one!!!), and one flyer, rest are walkers. Cerberus and Nightmare are fast, so you should aim for the pit spawn, demons and those nasty little imps. This is one of the factions that firetrap is very good against.


Necropolis: Necroguys has 2 shooters/casters(maybe just one)
3 flyers and 2 walkers. You can easly place it where you want against necropolis. With slow flyers, and not too fast walkers, you could take masses of this army down with firetrap. Not much more to say here.

Dungeon: Dungeon has two shooters/casters(maybe just one) 1 flyer an the rest walkers, you can put this traps all over the battlifield. These are great to uncover stalkers and mistresses, but they don't work so good against the tank(hydra)I'm not sure if it works against BD

Fortress: Two shooters/casters, one flier and the rest is walkers. Firetrap is not an Firespell, so no of the dwarves are immune. They are mostly slow and spearwielders have few shots. So a firetrap could simply spoil the enemys victory, but many spells could also do.

Stronghold: Stronghold has 2 shooter/casters(sometimes three) and and one flier and the rest is walkers. Goblins dies fast, so they dies esly and can not make mana/shots/food for the cyclops and shamans. Executioner is fast, so it's then best to uard your creatures with it, becouse of the executioners cleave. Few barbarians have actually shatter summoning, so it is just to use it against these half demons.

My conclusion: Firetrap could be a very nasty spell, even nastier if a large creature walks on three or even four traps the same round.



Retaliation Strike: Many don't use this skill, it isn't so strong as Mark of the Damned or Powerful strike, but it could save you from lose. Just choose a powerful creature, which is oft often attacked. It will work like the hero gets more actions without the cost of initiative. Ofcourse you may think that it uses this turns when you use it, but it only take a half turn, so the retaliation strike is worth it. Make sure to use it early in combat

Mark of the Damned: Somewhat like the Retaliation strike mentiones above, but this strike attack enemy creatures when they attack. It's very nice to have, but it may happends that it not happends as much as as Retaliation strike. Take some units with high initiative (and maybe speed)and just look when they are attacked more times by the hero.

Powerful blow: this is probably the most usefulness of all the three "hero select creature attack" abilities. Make sure you select the executioners. With their high growth and high initiative, it can deal good damage pretty fast. It's better than normal attacks, and much better with even 40% to double the damage.
Note that it only works on one attack.

Mark of the Necromancer: You can choose whatever creature you want, but i likes most the creatures with high hp and little defense(like minotaur) or any lv. 7 creatures. Simply becouse i don't need switch target often and waste a half turn.


Imbue Arrow: make sure to put in some nasty spells here. Only minus is that it drains your mana fast, so get sorcery and a big manapool to have that spell long on. Remember that you are gurantued to run dry fast with imbued arrow with implosion and rain of arrows. It wouldn't work with even Wizard.
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okrane
okrane


Famous Hero
posted February 08, 2008 09:10 AM

In the case of the Executioner the hero attacks only once independent of the number of Attacks of the unit.


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Guarder
Guarder


Supreme Hero
posted February 08, 2008 03:35 PM

Ok, i'm beliving you. Thanks
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 08, 2008 07:15 PM

Sylvan doesn't really need that but it's fun to try. Definitely a bad idea to use it against them.

Against haven you need it primarily for their paladins, who cares about the small units. If you teleport your units or move to another location they'll have to come to you anyway so you can still get them even if you don't act first with swift mind. Against griffins you can still hurt them because they'll land close to where they dived more often than not.

Actually that's more for cerberi(low hp) and nightmares(large). Pitspawns are magic proof so it's a waste.

No it does not work against blackies.

Against fortress only thing you could hope is hit bears and magmas but there are so many better options out there.

My conclusion is that fire trap is just a lvl 1 spell, most of the times you have better things to do Damaging yes but situational.

Retaliation strike is pretty much a waste unless you have weakening strike or get the ultimate In comparison mark of the damned or usually excruciating strike is always useful. Can also be activated twice per turn, when they attack you and when you attack them and retaliate.

Powerful blow seems better suited for creeping than a hero battle. Besides excruciating strike which would work great in synergy is not the best choice unless you have Kragh.

No, mark of the necromancer goes to the units you will focus fire or you know the opponent will. Would be a waste on minotaurs because you will not bother to kill them anytime soon.

Imbue arrow is good but only draining if you use rain of arrows with more than a couple favoured enemies. Sorcery won't help because it's still a melee attack. And yes it would work with a wizard

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted February 08, 2008 07:40 PM

for retaliation strike to be good you need:ultimate counterstrike,weakening strike,unstoppable charge and that one perk in ligth magics that increased dmg by 10%.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted February 09, 2008 07:38 AM

Quote:

Imbue Arrow: make sure to put in some nasty spells here. Only minus is that it drains your mana fast, so get sorcery and a big manapool to have that spell long on. Remember that you are gurantued to run dry fast with imbued arrow with implosion and rain of arrows. It wouldn't work with even Wizard.


See my topic(Unusual hero builds & strategies with them) about that one

Now done with being selfish I'll advice u take enlighment-Intelligence + graduate so u have a nice boost to mana and some SPP boost
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Guarder
Guarder


Supreme Hero
posted February 09, 2008 05:43 PM

Quote:
And yes it would work with a wizard


I actually meant that the wizard wouldn't have enough mana for so many turns, i he/she could learn imbue arrow(with implosion and rain of arrows with four favored enemies in one combat, 100 mana per turn
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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted February 09, 2008 06:05 PM

Lol, imlosion isn't the only nasty spell...
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Guarder
Guarder


Supreme Hero
posted February 09, 2008 06:22 PM

Just as an example
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Bloodly
Bloodly


Hired Hero
posted February 10, 2008 07:54 AM
Edited by Bloodly at 18:00, 10 Feb 2008.

That's why you save that for when you really NEED the damage on one target, and use 'lesser' spells for the most part.  

Remember, you have access to the Destruction perks therough Destruction Magic(They have a decent chance to get it, and their Guild's Destruction-aligned): A Imbued Cold Deathed Circle of Winter shot, for instance, can cause healthy amounts of devastation to clumped/Large targets(Or/Especially if one of them's silly enough to be standing near a War Machine or two).  Or if you must slow/weaken the target by spell, do some damage while you're at it.  Even Eldritch Arrow can be useful enough.  They've got enough Knowledge that it'll work out, particularly if High Druids are in the mix to add Spellpower.

Most heroes have to do their physical damage OR cast a spell.  A Ranger can do both, and that in itself can be seen as useful enough.  (I forget if Cleansing/Area Cleansing can be shot at a target...it's never come up.)

(I DO seem to be saying this stuff a lot.  It's odd.  Am I an aberration for thinking as I do?)

Useful spells: Wasp Swarm.  One of the earlier summoning spells, it really seems quite useless at first glance.  Very light damage that doesn't really increase much.  The problem is that you are not told about it's power in-game: as your skill in summoning magic rises, it gains a turn-delaying effect.  This can be most useful.
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