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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Spells, Overpowered, Underpowered, Favourites? Your Opinions?
Thread: Spells, Overpowered, Underpowered, Favourites? Your Opinions? This thread is 3 pages long: 1 2 3 · NEXT»
Dreathtil
Dreathtil

Tavern Dweller
Angels Call it Sin
posted March 11, 2008 06:44 PM

Spells, Overpowered, Underpowered, Favourites? Your Opinions?

Spells What are they exactly?

Could they be just something the gamemakers wanted to include?
Could they be just something thought cool to put in?
Could they be a Random though put into the game?

Its your to decide.

What HOMM5 spells do you think are overpowered, underpowered, or just shout out your favourite(s)

________________________________________________________________
From The Desk of a long time fan but newbie to the community
Sincerely. Dreathtil

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Undead_Warrior
Undead_Warrior


Known Hero
I hear voices in my head.
posted March 11, 2008 07:41 PM

I like dark magic because of the mind controlling spells as puppet master, frenzy, confuzion, blindness. And summoning magic for the simple reason called "conjure pheonix" . Destructive is good too, with implozion and deep freeze. Spells add a plus of colour in the game. I like using them
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 11, 2008 07:47 PM

I had made a similar topic about the comparison of spells. Should update it with the new spells when I get the time. Maybe later in the evening.
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carcity
carcity


Supreme Hero
Blind Sage
posted March 11, 2008 10:26 PM

MY personal fauvorite for a spell is armageddon. if you play with dungeon just put your blackies on the battlefield. and empower armageddon.
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Why can't you save anybody?

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted March 11, 2008 11:31 PM

Armageddon will kill your black dragons -.-
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Thanatos
Thanatos


Known Hero
posted March 11, 2008 11:48 PM

Quote:
Armageddon will kill your black dragons -.-


^^

Dwarves are a much better candidate for Armageddon strategies, as their 5th, 6th (Flame Lord only) and 7th tier creatures are immune to it. Add to that that you have a fairly good chance of getting Fire Resistance with the Dwarves and you've got the best Armageddon race for H5 for as far as I know.

Anyway, I don't really have a favorite spell although I do like Destruction magic as a whole, just fits my playstyle best as I like to attack, defense just doesn't suit me

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imp
imp


Hired Hero
posted March 12, 2008 02:46 AM

divine vengeance is the most overpowered spell in the game. i don't like it at all. my favorite spell is mass decay...i like watching those slow walkers die just as they get to my army

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 12, 2008 06:45 AM

Quote:
MY personal fauvorite for a spell is armageddon. if you play with dungeon just put your blackies on the battlefield. and empower armageddon.


Iresistable magic. But it's OK if u commit suicide

Otherwise:Summon Hive !
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Sargeras
Sargeras


Known Hero
the Fallen
posted March 12, 2008 10:04 AM

Divine vengeance certainly overpowered, puppet master maybe in some scenarios ...
Earthquake underpowered ...for sure...
Favourite is METEOR SHOWER

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Now they shall be consumed by the very flame they sought to control...

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 12, 2008 10:46 AM

Basic Irresistable magic + armeggeddon still has its uses with blackies.  Remember it only does a percentage of the damage to them.  Getting blackies is another matter altogether.  The building is very expensive, and so are they.  But yeah, much easier doing Dwarf Dracogeddon.
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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 12, 2008 10:51 AM

u're right. It's just getting warlock's luck, dragons and priests\flame lords whatever u want. U may even try some weird maneuvers like taking fire resistance and confronting ur enemy in open combat with the help of armageddon.
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Sargeras
Sargeras


Known Hero
the Fallen
posted March 12, 2008 11:25 AM

...maybe it's easier to go Dracogeddon with dwarves but IMO it's certainly more fun with warlocks (especialy on larger maps...)
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Now they shall be consumed by the very flame they sought to control...

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ChaosDragon
ChaosDragon


Famous Hero
posted March 12, 2008 11:30 AM

Imho, in heroic and a competitive play, dwarf will be locked.

So, it's easier with warlocks, especially in heroic.

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Sargeras
Sargeras


Known Hero
the Fallen
posted March 12, 2008 12:59 PM

Lately caught myself using deep freeze a lot, cause i'm probing lategame might warlock...
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Now they shall be consumed by the very flame they sought to control...

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Dreathtil
Dreathtil

Tavern Dweller
Angels Call it Sin
posted March 12, 2008 02:50 PM

Just some pro's and con's I determined from looking at other forums and what-not (its based off of viewers opinions)

Note: I only have HoF due to financial reasons I will update any of my spell posts when I get the expansion

Summoning Magic

Fist Of Wrath:
Summon's a Magical fist to deal Non-elemental Damage, this spell ignore's magic resistance
Mana Cost - 5
(No Summoning Magic) - 20 + 4*(Spellpower)
Basic Summoning Magic - 30 + 6*(Spellpower)
Advanced Summoning Magic - 40 + 8*(Spellpower)
Expert Summoning Magic - 50 + 10*(Spellpower)
[Master of life Adds + 4 to Spellpower]

Pro's:

- Can target black dragons
- Cheap Mana Cost
- A level 1 Spell
- Ignore's Spell Resistance

Con's:

- Incoperality can block this spell
- Not that bulky Damagewise

Fire Trap
Puts Randomly Several magic explosive mine's on a certain area in the battlefield, mines are invisible to enemies
- Mines are cast in a 5x5 area with a spellpower 50+10
Mana Cost - 8
(No summoning Magic) - 2 Mines are summoned
Basic Summoning Magic - 4 Mines are summoned
Advanced Summoning Magic - 6 Mines are summoned
Expert Summoning Magic - 8 Mines are summoned

Pro's:

- Deals Pretty Nice damage for a level 1 Spell
- Invisible to enemy
- Expert level Summons 8 Mines which can be effective in quatities

Con's:

- You can tell if a player casts the spell or not
- They'er easier to avoid with smaller units
- Flying Units (While Moving) are unaffected by mines
- No real extra bulk to bonuses

Raise Dead
Reanimates Creatues in a friendly stack, Undead are brought back to life while normal units die at end of combat, every use of this spell decreases creature stacks HP by 20%
Mana Cost - 9
(No Summoning Magic) - 120(HP) + 15*(Spellpower)
Basic Summoning Magic - 160(HP) + 20*(Spellpower)
Advanced Summoning Magic - 200(HP) + 25*(Spellpower)
Expert Summoning Magic - 240(HP) + 30*(Spellpower)

Pro's:

- "Ressurects" undead units
- A Good medium cost
- A Level 2 Spell

Con's:

- For all Non-Undead creatures spell doesn't bring back permanently
- Decreases Stack health by 20%
- 20% health stack decrease is cumulative

Wasp Storm
Summons a Swarm of Insects to deal damage to slected stack (Does not work on undead, elemental, or mechanical)
- (Spell decreases ATB value at expert, advanced and basic)
 Basic - 0.2, Advanced - 0.4, Expert, 0.6
Mana Cost - 5
(No Summoning Magic)- 10 + 2*(Spellpower)
Basic Summoning Magic - 20 + 4*(Spellpower)
Advanced Summoning Magic - 30 + 6*(Spellpower)
Expert Summoning Magic - 40 + 8*(Spellpower)

Pro's:

- Decreases ATB value
- Low Cost for a level 2 spell
- Ignores Spell resistance

Con's:

- Damage really does suck (no seriously)
- Should be a level 1 spell rather
- Does not affect undead, elemental, or mechanical units

Earthquake
Deals Damage to a town's wall during a siege
- Includes towers and gate as well
Mana Cost - 7
(No Summoning Magic) - 0 + 100*(Spellpower)
Basic Summoning Magic - 0 + 200*(Spellpower)
Advanced Summoning Magic - 50 + 300*(Spellpower)
Expert Summoning Magic - 100 + 400*(Spellpower)
- Master of Earthblood respectibly adds + 4 to spellpower

Pro's:

- Deals more damage at advanced level then a trebuchet
- Can kill off towers
- (Both a Pro and a Con) Only hits random parts of the wall

Con's:

- (Both a Prop and a Con) Only hits random parts of the wall

Phantom Forces
Copies the selected unit (Only 1 copy can be made)the unit can not cast any spell or anything else the creature does other then attack, Damage instantly destroys the creature (Incorperality or 50% chance to miss is given)
- For Ranged units creature has as many shots as creature has left, Can only clone up to Tier specified by Basic, Expert, Advanced, and no summoning magic
Mana cost - 18
(No Summoning Magic) - Tier levels 1 - 4 (Cloning Capability)
Basic Summoning Magic - Tier levels 1 - 5
Advanced Summoning Magic - Tier Levels 1 - 6
Expert Summoning Magic - Tier levels 1 - 7
- No spell power is used

Pro's:

- No spellpower is required
- Copies exactly creatures properties
- Creature is given incorperality

Con's:

- One hit will instantly destroy cloned stack
- Creature does not gain negative and postive buffs on creature
- Creature can not cast spell's that stack has
- Bulky Spell cost

FireWall
Creates a Wall of fire in the area of effect dealing damage to all units that walk over or remain in it
- Duration is equal to caster spellpower and deals damage to creatures remaining in wall or "walking" (not flying) through it, Since v 1.4 the spell can actullay be cast directly on enemy units
Mana Cost - 16
(No summoning Magic)- 50 + 10*(Spellpower)
Basic Summoning Magic - 50 + 10*(Spellpower)
Advanced Summoning Magic - 50 + 10*(Spellpower)
Expert Summoning Magic - 75 + 15*(Spellpower)

Pro's:

- Since v 1.4 it can be cast directly on units
- Continusely deals damage to all units in it
- Good Duration

Con's:

- Easily dodgeable unless blocking only routes for units to get through
- units can just move out of it if cast directly on them
- High Mana cost

Summon Elementals
Summons A Group of Elementals - type depending on terrain
- Elemental's summoned is equal to spellcaster level and only gets double at Expert Summoning Magic
Mana Cost - 17
(No Summoning Magic) - nothing
Basic Summoning Magic - nothing
Advanced Summoning Magic - nothing
Expert Summoning Magic - Elementals summoned are doubled
- Master of Conjuration add's +4 spellpower to spell

(Terrain Listing For exact Elemental's Summoned)
Grass - Air/Earth
Dirt - Water/Earth
Sand - Air/Fire
Lava - Fire/Earth
Snow - Water/Air
Taiga - Air/Earth
Subterranean - Earth/Water
Dwarven Subterranean - Fire/Earth
Water - Water/Air

Pro's:

- (Both a Pro and a Con) Elemental summoned depend on terrain
- Summons a good amount
- Expert Doubles number summoned

Con's:

- Elementals Contradict each other (You can't summon more then 1 stack)
- (Both a Pro and a Con) Elemental summoned depend on terrain
- Bulky Mana cost

Arcane Armor
Encloses Target stack with magical energy that partially drain's damage
- Spell drain's 25% of damage dealt and has an HP of (600+60*Spellpower), at Expert Level it drain's 50% of damage instead
Mana Cost - 20
{A Note from me} - I don't know about you but I love this spell in unison with conjured phoenix

Pro's:

- Great for smaller groups of units such as Level 7 units
- Last's until HP of sheild runs out
- Bulky, short and simple

Con's

- Mana Cost
- Needs to be used properly
- Its HP can run out in a flash if you have low Spellpower

Conjure Pheonix
Summons on the battlefield a Pheonix, only 1 Pheonix can be summoned at a time
Mana Cost - 35 (Omfg)
Master of Conjuration adds +4 Spellpower respectivly to spell

Pheonix Stats [If you were looking "*" stands for multiply]

Attack = 10+2*(Level)
Defense = 10+2*(Level)
Spellpower = 10*(Spellpower)-15*(Spellpower)
Hit Points (HP) = 300+30*(Spellpower)

Pro's:

- Pheonix is deadly the higher level you are
- Pheonix ressurects itself once
- Pheonix lasts until killed twice

Con's:

- Only 1 Pheonix is summoned and no more can be summoned
- Summoning another Pheonix unsummons the first
- Elementals also unsummon Pheonix's you have presummoned
___________________________________________________________
That Concludes my Summoning magic little spolier and full info I will update it when I get ToE (For financial reason), i know im jumping off to such a rushy start into forum posting but you know we are all unknown ti'l someone wispers a message

PS: I will include Dark magic, Light magic, and Destructive magic soon

____________
Craptisticula the Craptacular Craptical Crappicly Crapped Crap
No I'm not talking about me.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 12, 2008 03:02 PM

A few things

Fire Trap. Does not matter if the opponent knows, he still has to pass through some places. Also it's affected by motw so you can flood the battlefield easily. Flying units still have to land and most are large anyway

Wasp Storm does not ignore spell resistance.

Earthquake's con is that you don't get the other lvl 3 summoning spells

Phantom Forces. Can also protect you by summoning the clone in front of you. In case of titans the enemy may find the phantom shooting from full range while the original stack was not.

FireWall is now destructive.

Summon Elementals is mostly crappy because the elementals take a long time to act.

Arcane Armor's only disadvantage is that a phoenix is an amazing early boost that can deal with almost everything. Otherwise pretty good.

Conjure Pheonix may be used against you if opponent has elemental balance.
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Dreathtil
Dreathtil

Tavern Dweller
Angels Call it Sin
posted March 12, 2008 03:12 PM

the 4 top things i didn't find on any forum I checked however the last few things I did but i had attempted  to squeeze in as much possible im working atm Elemental Balance is powerful against pheonix yeah but my argument is this It takes less effort to get conjure phenoix the spell then it is to get elemental blance so theres a 60 - 40% chance of the other player not having it at all i like using arcane armor and conjure phenoix while play saved my A**(Message used to contain bad language)a couple billion times

PS: i noted that i don't have ToE but thanks for notifying me about it its still summonng to me
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Craptisticula the Craptacular Craptical Crappicly Crapped Crap
No I'm not talking about me.

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted March 12, 2008 03:16 PM

Quote:
Summon Elementals is mostly crappy because the elementals take a long time to act.



hmm maybe they should go instantly...an earth elemental would still never get another turn.

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted March 12, 2008 04:28 PM

overpowered?NO!NO!NO!there are no overpowered spell's,divine vengeance is useless unless you got long battle against necropolis.Only underpowered spells i can think of are first and second level summons.

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nosfe
nosfe


Adventuring Hero
posted March 12, 2008 05:01 PM

if you kill 30 djinns with a unit and the enemy has only 10sp and expert light he can drop a ~1.5k divine vengeance on the unit that killed them, so yes, its a balanced spell

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