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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Might of Magic - turning the magic into might
Thread: Might of Magic - turning the magic into might This thread is 2 pages long: 1 2 · NEXT»
Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted February 12, 2008 03:28 PM bonus applied by Elvin on 13 Feb 2008.
Edited by Drunk_Lord at 15:31, 12 Feb 2008.

Might of Magic - turning the magic into might

This thread is all about using magic with might faction. Well, maybe this doesn't sounds much promising but I have tried and already have some successes. So here's the general part:

Haven:
Combine Light & Dark magic. So now instead of keeping mindlessly blessing u can do something more productive ļ Take Fallen knight and Twilight. Sorcery also I pick and then take distract and excellence(+2 SPP). So this makes u a good spellcaster. U have +10 SPP for casting dark magic and +5 for Light spells. Next step is to take Swift mind. So at the beginning of the combat cast a PM or a Frenzy with this excruciating SPP and have fun. When u have wiped out some of his army that way it's time for Divine Vengeance with + 5 SPP It's devastatin'. Also my advice is to pick up Defense so u'll last longer. The only bad thing here is ur limited mana.

U can also rely on combining mass spells. Slow + haste, suffering + endurance, weakness, divine strength. Just makes ur army two or more times more powerful the opponents . For this case I pick Attack-Retribution(stay away from fallen knight) and tactics, Leadership-Empathy, Luck. Global killer

Inferno:
Here it comes. Get dark magic, logs, sorcery, leadership, enlightenment.  Logs-TA, Dark-Master Of Mind, Sorcery-Counterspell or Distract, Leadership-Empathy, Enlightenment(required for Empathy). Cast a PM boosted through Enlightenment and some perks (+4 or +2 SPP). Then with Sorcery and Empathy u'll cast fairly fast. After the PM a Teleport assault (on PM unit) follows And the its party time
Although the u're unlikely to get the right skills(mind looking at u Forest001) the results are good

Sylvan:
Hmm. Using rain of arrows with imbue arrow is my favorite use of magic with this might faction. Taking the alt. upg. Druids, boosting SPP and using Destructive(some area effect fire spell with Ignite, area effect Ice spell with Cold Death and maybe chain lightning.)  Also love imbuing arrow with wasp swarm or summon hive. Blind + imbue arrow will be sweet.
Reqs:
The type of magic u want to use, the druids, enlightenment(for destr. and summoning) , sorcery if u plan on warlock's luck with rain of arrows, flaming arrows and empathy.

Another one which makes sylvan truly invincible is just mass slow +  mass haste + morale + luck

Maybe it would be hard to get the right spells but it's worth it, believe me

Fortress:
My main one is with Armageddon. Get:
Destructive-ignite-sap magic
Luck-warlock's luck
Sorcery-req for warlock's luck
Enlightenment-tap runes + intelligence
Dark-master of mind
With some key units immune to fire + rune of magical immunity u'll hardly suffer much from armageddon. Mass slow and begin armageddoning. If shooter cause u trouble it'll be time for mass confusion. U may also cast some sorrow, u know...

Stronghold isn't here because the haven't got any magic(except the warcries).

More are coming...
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Bloodly
Bloodly


Hired Hero
posted February 12, 2008 06:08 PM

....The Stronghold is the ONLY 'Might Faction' in-game.  They are the only race that has zero access to magic, and the capability to act as 'mage-slayers', via the (Horribly specific) 'Shatter Magic' skills.

As you've noted, even Haven, which has one of the most 'might-based' hero growths(Big on Attack/Defence), use standard magic and can smite all from before them via it.  

It really says something that they had to make a ENTIRE NEW SYSTEM(Shatter, Blood Rage) to make Might worthwhile.  And even then there's pseudo-magic in the Warcries.

No matter how you look at it, Magic > Might in every single way.  There is NO strategy, no thought, that doesn't involve Magic in some way.  Which is frankly depressing, as it means the title is a lie: more like 'Heroes of Magic and more Magic'.

...Has there EVER been a PURE might faction, that not only couldn't/wopuldn't use magic, but was far better served without it?
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Orodruin
Orodruin


Adventuring Hero
posted February 12, 2008 06:24 PM

Great post. Listen to this one for Sylvan, better, read it:
It's for the Pristine unicorns
Get Ylthin, the uni maiden, to boost their attack and defense, with her you will surely be able to cast mass divine strenght, mass haste, mass every light magic... which is good for the unis (their damage is 9 to 24), you have no need to get expert light magic, for the unis have the child of the light ability, enpower them with basic attack-frenzy-nature's wrath, also defense-vitality-last stand, and with expert-luck-soldier's-luck-elven's luck it gets even better. If you follow these steps and get a bit of luck to learn ressurection, you'll have, in my opinion, the best level 5 unit in the game.
So what do you thing?

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted February 12, 2008 08:10 PM

It's a good one. Imagine: U send ur archers get killed. Ur pristine unicorn have sustained some loses too. And ressurection on archers and unis at the same time . Although I use the silver ones more. In some case I had got around 85% chance to resist(splitting unis )
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Orodruin
Orodruin


Adventuring Hero
posted February 12, 2008 08:25 PM

Quote:
. Also love imbuing arrow with wasp swarm or summon hive.

What!!! Didn't know that summon hive could be imbued, so what would happen if I used rain of arrows imbued with that against 4 enemies, would I summon 4 hives?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 12, 2008 08:43 PM

@Bloodly
Not likely. Factions are supposed to be might or magic related. Not exclusive. With that thought magic factions should have a totally useless army and only depend on magic to get them through but this is not the case. Each faction will try to bring the best out of their lineups through the use of might or magic but of course some armies are better aided by spells just as others by boosted stats.

Haven can be pretty good with light but can also excel with a might only build. Sylvan too, the only reason light is a must is that might is totally helpless against dark. A mass slow, frenzy and puppet are game winners if you do not have the counters. Without shatter orcs would become the necros' playthings to the point it would not be funny anymore. As for the warcries you can barely call them spells because they are a means to further boost your racial skill.

Magic is definitely NOT > over might unless you get rushed week 2 On the contrary there is a lot of planning, both on which units to enter the battle with, which to upgrade, which tactics are effective against specific armies, wait or attack, how to predict enemy magic advantages etc. Suppose someone does use one magic skill, does that make him magic? No because the other 3-4 skills will probably be might unless he is using a hybrid build.

Quote:
...Has there EVER been a PURE might faction, that not only couldn't/wopuldn't use magic, but was far better served without it?

That's a clear example of arguing semantics
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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 12, 2008 09:53 PM

Pretty much every faction can effectively use magic via map locations and artifact bonuses. There are of course prefered routes and generally I can sum everything up like this:

Light / Dark All Magic Users
Summoning Advanced Magic Users
Basic Destructive All Magic Users
Higher Destructive Expert Users

Should be easy enough to understand. Light and Dark magic is always okay, especially with Weakness and Divine Strength being to very useful spells and Mass Spells being able to seriously reduce enemy efectiveness.

Summoning magic, is something different. Most of the spells are useless on lower levels, but people who specialize in Summoning can cast the cool spells, not to mention set a lot of nasty Fire Mines which can be more destructive than powerful destructive spells.

Basic Destructive refers to Magic Arrow, Lightning Bolt, the spells from the Standard Book of Spells for Noobs.

Higher level destructive requires some concentration. As a result, it is the one thing I would not recommend for most factions. You need high spellpower to put this to use, and few factions offer that. While Necromancers do have a chance at powerful destructive spells, they have better things to do, and in the end, only the Warlock and Runemage remain. The reason I leave the Runemage is because while his Spellpower is only average, he has a tendancy to destructive magic that allows decent casting early on.


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 12, 2008 09:57 PM
Edited by Elvin at 21:57, 12 Feb 2008.

You forget sylvan and academy, the can be very proficient with destructive too. But anyway let's not further derail the topic
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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 12, 2008 10:31 PM

I'd acknowledge Sylvan because of the Imbue ability, but Academy is not exactly destrucivte. It's rare for their Spellpower to skyrocket.

I did however, forget all about the Demons.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 12, 2008 10:47 PM

You can still get good damage output because of MoTW.

Warlock's luck is possible, but requires a bit too useless skills to be considered a good choice in competitive play..

Destructive generally isn't the most popular choice for wizards, but under certain circumstances it can be one deadly weapon. It's quite fun against warlocks, too Yeah, the classic 'fight fire with fire' stuff with your Nur rush + artificed golems and gargoyles. Works only on tiny maps, but works quite well ~~ Especially since magnetic golems get healed by destructive.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 12, 2008 11:02 PM

I don't see why it would not be a good choice for TotE, only bad skills are soldier's luck and magic insight that will give you something good from summoning anyway. The new gargoyles, enlightenment and elemental arties can boost the damage nicely.
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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 12, 2008 11:08 PM

Not as nicely as one might hope. Truthfully I expected those abilities to be a little more potent.

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Bloodly
Bloodly


Hired Hero
posted February 13, 2008 07:15 AM

Magic is definitely NOT > over might unless you get rushed week 2

I'm not convinced.  Knowledge and Spell Power grant more spells, or more power to spells, that will do far more to hurt an opponent's chances/raise your chances of victory than the minor attack/defence boosts brought by their relative skills.
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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted February 13, 2008 01:06 PM

Quote:
Magic is definitely NOT > over might unless you get rushed week 2

I'm not convinced.  Knowledge and Spell Power grant more spells, or more power to spells, that will do far more to hurt an opponent's chances/raise your chances of victory than the minor attack/defence boosts brought by their relative skills.


Well, if ur opponent knows how to handle ur magic I don't see how MUCH it's gonna help. Of course it's nice to be skilled in magic but sometimes might owns magic, other times magic owns might...
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 13, 2008 02:30 PM

One of my first thoughts when I saw the title of the topic was a lucky vampiric phoenix with buffs. If that is not magic turned into might I don't know what is
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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted February 13, 2008 05:14 PM
Edited by Drunk_Lord at 17:24, 13 Feb 2008.

Hmm, nice one Elvin. But imagine a FRENZIED PHOENIX WITH LUCK AND VAMPIRISM
*off trying this on MP*
and again thanx for the QP it's my first one(wooooo it's a kind childish joy maybe )

Quote:
What!!! Didn't know that summon hive could be imbued, so what would happen if I used rain of arrows imbued with that against 4 enemies, would I summon 4 hives?

Pricesely(reminds me of Tieru, lol dear old nostalgia[aaa nostalgia again ]).
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 13, 2008 06:06 PM

You are welcome But vampirism turns units to undead so no frenzy.
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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted February 13, 2008 06:23 PM
Edited by Drunk_Lord at 12:41, 14 Feb 2008.

didn't know about that one... anyway thanx for this info

It was handy though. Firstly I owned 58 devils on week 2 with phoenix + vampirism and arcane armor and some help from destructive

Also have tried imbue arrow with sorrow, pendant and imbue balista + I had leadership. Some mass slow and this owns opponent easily
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unixmage
unixmage


Known Hero
Demon Slayer
posted February 14, 2008 11:57 PM

I'm not sure if this is relevant but I got destructive+warlocks luck on my Zehir in the campaign. With motw you can get a double*double implosion + 50% from an artifact. Absolutely nukes the heck out of them. Another thing I used/abused for creeping was really MASSed lucky Armageddons with only magnetic golems on the field. I know campaigns don't count but the potential is there!

I noticed warlocks luck doesn't effect the damage on deep freeze.(triple checked this)
This a bug or is it only in conjunction with motw which somehow ruins the damage?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 14, 2008 11:59 PM

Bug to be corrected. And yes I was doing the same with Zehir(almost 40 power LOL!) but the topic is more about might factions using magic.
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