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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Best magic school for each faction?
Thread: Best magic school for each faction?
Avrahammer
Avrahammer

Tavern Dweller
posted June 10, 2013 01:15 PM

Best magic school for each faction?


Hey, i wanted to ask is there a difference between each magic school according to the faction played? for example i know that destructive is very effective with warlocks due to empowered spells, elemental damage...

but other than that, should i pick a magic school according to my faction for it to be most effective? if i do, which magic school is best for each faction
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted June 10, 2013 03:43 PM

There is also the fact that 2 magic-schools are more likely to be supported by a faction's guild versus the other 2. iirc, Academy is the only faction that give you any of them in the higher levels, but then that can become a problem if you don't see what the town has before making decisions.

Academy= Summoning, Light
Haven= Light, Dark
Sylvan= Light, Destruction
Fortress= Light, Destruction
Inferno= Destruction, Dark
Dungeon= Destruction, Summoning
Necropolis= Dark, Summoning

Fyi This is from pg. 293 and there's also % table on pg.295 of the Fan Manual that shows the likelihood of a magic appearing, per faction.

I usually build my 2nd & 3rd levels (if able)quickly so I can make the correct decision about Master-perks.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 10, 2013 06:22 PM

Quote:

should i pick a magic school according to my faction for it to be most effective?


According to your opponents faction and the map too.

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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted June 10, 2013 07:03 PM

The combos that Markkur posted are generally the best. High Spellpower is needed for Destructive and Summoning to be most effective, but not as much for light and dark.

Sometimes, choosing an unusual school can work wonders. For example, in Findan's (elf) campaign, Dark magic is an excellent idea, as you can get every spell from the 3 Inferno mage guilds in Mission 2. This lets you creep super-easily in Mission 4, and if you get Sandro's Cloak in Mission 5, you can totally destroy Nicolai by puppeting/frenzying his skellies.
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"An Elf can take out a Ranger
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Avrahammer
Avrahammer

Tavern Dweller
posted June 10, 2013 09:49 PM

Quote:
There is also the fact that 2 magic-schools are more likely to be supported by a faction's guild versus the other 2. iirc, Academy is the only faction that give you any of them in the higher levels, but then that can become a problem if you don't see what the town has before making decisions.

Academy= Summoning, Light
Haven= Light, Dark
Sylvan= Light, Destruction
Fortress= Light, Destruction
Inferno= Destruction, Dark
Dungeon= Destruction, Summoning
Necropolis= Dark, Summoning

Fyi This is from pg. 293 and there's also % table on pg.295 of the Fan Manual that shows the likelihood of a magic appearing, per faction.

I usually build my 2nd & 3rd levels (if able)quickly so I can make the correct decision about Master-perks.


wow thank you for the help, i really didn't know that. where can i find this fan manual?
also, i must say i am surprised by the ammount of comments. thought this forum is a ghost town after so long!
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted June 11, 2013 03:23 AM

Nitramar found a working link to fan manual 3.1 in a forum post here.  btw you probably know that this H5 forum became a ghost town when the next HoMM game was announced.
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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted June 11, 2013 12:32 PM

Quote:
btw you probably know that this H5 forum became a ghost town when the next HoMM game was announced.
But sometimes even the ghosts may have something to say:


Best magic

Haven - Light, but dark is also good.

Inferno - Dark, but master of fire is great for ballista and army.
Light is also great with bless, cleansing, haste and stats boosts.

Necropolis - Dark, but summoning is necessary for raise dead. Destructive is great if you have spells and +50% arties of same element.

Sylvan - Summoning Not only with Dirael, learn wasp swarm from sprites with arcane intuition. Light is also great, destructive too if you can keep the high druids safe.

Dungeon - Destructive (summoning and dark is mainly good for variation, or against academy)

Academy - Anything goes

Fortress - Light, but master of fire is also great (unless enemy has fire resistance

Stronghold - The link to the Academy guide above also contains a good war cry summary.

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Avrahammer
Avrahammer

Tavern Dweller
posted June 12, 2013 12:55 PM

thanks for the comments and the link to the manual
i have another last question - is enlightenment a "must"?
and there are no might and magic heroes in this game so every hero can be either might or magic or it depends on the hero?
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted June 12, 2013 03:09 PM

Quote:
is enlightenment a "must


I play huge maps so it is for me. On high-level Heroes it will really bolster 2 favored areas of a faction; i.e. Dungeon= Attack. & Spell-power.

Maybe not a must but "quite-handy"

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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 12, 2013 11:30 PM bonus applied by Elvin on 13 Jun 2013.
Edited by zaio-baio at 23:34, 12 Jun 2013.

In multiplayer on rich maps enlightenment is a must, not only for the stats, but also to get mentoring. Mentoring is THE best perk in the game as it allows for lots of abuses. Best of them is to mentor a secondary hero for main or for hit and run strategies. Hero lvl 30 can easily mentor all your other heroes to lvl 25-26. Get destructive on them and you have an army of heroes that can be beaten only by you opponents main hero, or by secondaries, but with very big loses. If you play rmg then the dimentional door spell will be most likely not banned, so all those heroes can start teleporting between zones. You can steal mines with them, kill opponents secondary heroes, capture towns etc. With destructive/summoning/dark they wont need much army with them too, so its total domination. If you opponent uses only 1 hero then he will have lots of troubles controlling the map.
Other good things are faction specific - a dwarven player will always mentor inga to learn all runes, sylvan players like to buy all sylvan heroes from tavern, then mentor them before final battle to get the battle commander perk on all of them. Thats up to 8 x 50 = 400 battle dancers for free. Orcs can mentor another orc heroes to get free goblins - up to 120 goblins per hero - so 960 in total. There is also the perk that gives + 1 goblin per day if the hero has ammo cart. So having it on all 8 heroes = +8 goblins a day + 1 time boost of up to 1k goblins before the final battle (that amount of goblins have 95% chance or so to block any spell casted by enemy hero). Academy can start with havez, then build mini artifacts with him, then mentor a knight and destroy pretty much any faction.

On Ubi maps the experience to be gained is limited, so you wont be able to make that much use of mentoring. Also + 7-8 free stats from expert enlightenment is not gamebreaking, you can consider picking another skills instead.

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