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Heroes Community > Library of Enlightenment > Thread: Best third level spell.
Thread: Best third level spell. This thread is 3 pages long: 1 2 3 · NEXT»
Gimmickless
Gimmickless


Promising
Known Hero
Cannon Maker
posted November 18, 2001 02:41 PM
Edited By: Hexa on 26 Jan 2002

Best third level spell.

What do you think?

Edit: revived!@
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Shadow_Phoenix
Shadow_Phoenix


Known Hero
Shadow Ruler
posted November 18, 2001 03:14 PM

Anti Magic

It really is usefull to have some magic imune creatures. But if I had Necropolis I would choose animate dead has the best 3rd level spell.

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Adventuring Hero
Tower Loving Criminal
posted November 18, 2001 04:20 PM

As far as 3rd lvl spells are concerned only earth&water counts.

Earth:
-animated death (if youre playing Necro)
-antimagic

when attacking a town:
-earthquake

when defending a town:
-forcefield rocks!!

Water:
-forgetfulness on expert is a Tower killer
-teleport (you have to know how&when to use it, if use it at all, but sometimes it can help you win)
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Thunder
Thunder


Responsible
Famous Hero
posted November 18, 2001 07:20 PM

No. You can`t rely on Forgetfulness against Tower. Titans are immune to it, Mages have no melee penalty, and Master Gremlins aren`t that dangerous shooters.


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Adventuring Hero
Tower Loving Criminal
posted November 19, 2001 02:23 AM

Tower strategy (at least the way I see it) is based on makeing your opponent to come to you. You have 3 shooters and slow units - there is no point in going to your opponent.

When two of your shooters are out you are forced to go to the other end of the screen. That is why Forg. is a killer - it forces you to play on the opponents terms.

I admitt that the spell is not commonly used - there are lots of other spells that are more usefull. However, as far as 3rd lvl spells are concerned it might not be a bad idea to use it against Tower, especially when you know the Tower player has no Water Magic on Expert.
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wiggy_wam
wiggy_wam


Promising
Famous Hero
local pirate
posted November 19, 2001 05:46 AM
Edited By: wiggy_wam on 18 Nov 2001

I'm surprised no one mentioned air-shield ...

also ... prot. from earth can be VERY helpful ... by avoiding implosion and still resurrecting.

my top desired pics are (assuming I have expert in field):
1- animate dead (only if necro)
2- anti-magic
3- air shield
4- teleport
5- protection from earth (because I assume opponent has implosion)
6- forgetfulness
7- frost ring / fireball
8- force field
9- land mine
10- misfortune ... is misfortunate to receive.

I'm probably missing a few...

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rogue
rogue


Promising
Famous Hero
Prosecutors Will Be Shoplifted
posted November 19, 2001 07:23 AM

I can't really think of a third level spell that I use often...
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thunderknight
thunderknight


Promising
Famous Hero
posted November 19, 2001 07:23 AM

Quote:
Tower strategy (at least the way I see it) is based on makeing your opponent to come to you. You have 3 shooters and slow units - there is no point in going to your opponent.

Yes, agreed.

Quote:
When two of your shooters are out you are forced to go to the other end of the screen. That is why Forg. is a killer - it forces you to play on the opponents terms.

Noop, even only with titan. Tower still got advantage in shooting power. At least, tower is much better than inferno, fortress, slightly better than necro and maybe rampart. Only castle, dungeon, conflux and stronghold each with two shooters have advantage over tower in terms of shooting. If I am tower and my opponent cast expert forgetfulness on me, maybe I will choose to cast expert clone on my titan instead of expert dispel. (well, of course, expert slow, haste,......etc will be much better choice)

Ooop, back to topic, for lv3 spells, I will pick

Anti-magic !

especially on my legion of skele !
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onu0ro
onu0ro

Tavern Dweller
posted November 19, 2001 10:39 AM

 as i am alwayz playing with thant, i choose animate dead
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Hexa
Hexa


Responsible
Legendary Hero
posted November 19, 2001 11:38 AM

Teleport!
Always nice to give them a little scare and teleport those skeletons or other slow creatures right up to there shooting creatures..
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wiggy_wam
wiggy_wam


Promising
Famous Hero
local pirate
posted November 19, 2001 12:23 PM

I'd pick exp. air-shield over exp. forgetfulness ALL the time  

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Adventuring Hero
Tower Loving Criminal
posted November 19, 2001 12:33 PM

Wiggy_wam: youre right, exp. air shield is very usefull I forgot about that.

Thunderknight: I tend to attack my opponent as qucikly as possible, so usually I have very few titans if I have them at all (your choice: upgrade to titans or buy the rest of the army). That is why forgetfulness is a killer for me.
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Hexa
Hexa


Responsible
Legendary Hero
posted November 19, 2001 12:42 PM

I fo one almost never use Airshield ... there are wyya better spells to spend those spellpoints on
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attila
attila


Known Hero
Young Warrior
posted November 19, 2001 01:12 PM

Antimate dead (if necro)
anitmagic
teleport

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Gimmickless
Gimmickless


Promising
Known Hero
Cannon Maker
posted November 20, 2001 12:58 AM

Okay...

What is so friggin useful about Air shield?  Does it really save that much damage against range troops?
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Shae_Trielle
Shae_Trielle


Honorable
Famous Hero
of Heroes
posted November 20, 2001 01:22 AM

Teleport is a very very useful spell, far more useful than the 'necro only' animate dead. It allows you to circumvent the speed of ANY troop and place them anywhere on the battlefield. Fantastic for moving slow troops into the middle battlefield to get in those additional strikes after your faster units have had their say. Not to mention that teleport can get you out of all tight spots in seiges...

I had about a handful of beholders left once in a seige where it came down to the enemy having 3 hydras left. I just teleported them from one end of the map to the other whilst allowing my towers to whittle the swamp dragons down to size.

I also fancy fireball, although it's not as damage-effective as is lightning bolt. Good spell to use on those players who put their archers in a corner and surround them with friendly units. LOL see them scatter once you start bombing fireballs on them!

*smile*

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Ichon
Ichon


Responsible
Famous Hero
posted November 20, 2001 07:34 AM

Ahh, 3rd level- the most interesting!

I've always thought 3rd level spells are the most interesting. Not the most powerful, but some of the 3rd level spells are excellent in their own ways.

Personally I would like there to be no 4th and 5th level magic spells in H3, since that's long ago impossible... using the best 3rd level spells as often as I can is an irony I afford myself in many heroes games.

I think Anti-magic is probably one of the most useful spells, but teleport, fireball, air shield and other such 3rd level spells have all saved my game at one time or another.

I just love teleporting a group of chaos hydras behind castle walls in a siege, unless your opponent has strong magic or teleport one of his own strong hitters nearby to gang bang your hydras its almost always game over just from that. One of the best heroes I ever created was Tazar with expert fire and water magic... beserk your opponents creatures, then teleport those hydras in! It's almost always game over nearly after that, but the main reason I liked that hero was because it's so fun to imagine your opponents reaction.

Fireball... as one of the earliest multihex spells you can get it's very useful for breaking up those clusters of ranged with guards you'll often face in early game battles. Besides that I find it handy in case I am beserked or stoned/paralyzed in some situations; it allows me to free my unit of that, and also strike perhaps 2-3 other enemy units. It's a good tradeoff I think.

Cyclops dwellings... one spell, air shield. Without air shield you'd be risking alot to take on a cyclops dwelling early game without devastating losses. The resources in a cyclops dwelling can be as decisive as utopia if you get it before week 3. It allows you to get full guild and/or 7th level upgrade dwelling, plus selling the extra reources if you have any and getting some more gold. If you have a nice hero with level 5 spells attacking early week 3... =)  

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wiggy_wam
wiggy_wam


Promising
Famous Hero
local pirate
posted November 20, 2001 10:12 AM

expert air-shield reduces ranged damage on ALL your units by 75%

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attila
attila


Known Hero
Young Warrior
posted February 11, 2002 06:19 AM

I have been playin necro alot. I find that Teleport can be

a Great spell put skeles right in action round 1 not much u

can do 2 stop that
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dragonsister
dragonsister

Hero of Order
MapHaven administrator
posted February 11, 2002 06:25 AM

Quote:
What is so friggin useful about Air shield?  Does it really save that much damage against range troops?


Nasty little kink ...

Whatever it does against normal range attacks, the interaction between siege towers and Air Shield is, I understand, in entirely the wrong direction.  Ditto armorer - you take *more* damage from towers if you have it.

Not sure which versions of the game this applies to - but AW's bug-watch official reported it just recently, so I suspect it's in all of them!

DragonSister

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