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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Spells you like (so far)
Thread: Spells you like (so far) This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted April 06, 2002 12:14 AM

Quote:
I have been playing the Necromacer campaign (on map 4 now). Besides those Summon Imps & Summon Ice Demon spells, Hand of Death is another great spell! Nothing is better than killing 7 units (any unit except black dragon)  with just 12 spell points. I have killed 7 devils/ghosts dragons with that spell.  

250 hitpoints times 7 equals 1750 points in damage!


Greetz, Thunderfall/HappyPike...does Hand of Death works on ghost dragons as well? I used it only on devils and spawns and don't think it works on undeads...
From that campaign I love animate dead(and stronger version of it-not sure of the name)...it was beautiful to see enemies dead angels striking at him now...
From academy campaign...having 2-3 stacks of 1 genie who casted song of piece, and then huge stacks of magi and genies blasted the enemy with ice blast and fist spell...
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HappyPike
HappyPike


Known Hero
Pikeman
posted April 06, 2002 12:44 AM
Edited By: HappyPike on 5 Apr 2002

Quote:
Greetz, Thunderfall/HappyPike...does Hand of Death works on ghost dragons as well? I used it only on devils and spawns and don't think it works on undeads...


Greetz. I think it does work on undeads. The description only says the spell kills a number of "creatures" instantly. It doesn't have any unit type restrictions. The creatures just have to be in the line of sight of the hero.

Quote:
From that campaign I love animate dead(and stronger version of it-not sure of the name)...it was beautiful to see enemies dead angels striking at him now...



Haven't used Animate Dead yet... I have used a similar spell named Raise Vampire, which is also pretty nice since I can raise like 12 vampires from dead units with enough hitpoints.
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thebigunit_3...
thebigunit_3000


Hired Hero
Walking Dead
posted April 06, 2002 05:43 AM

My faves:

Demonology spells-  the best summoning spells

Divine intervention- great, especially with armys of more than one hero

Mass spells- goes without saying

Song of peace- nice being able to placate enemy

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bjorn190
bjorn190


Responsible
Supreme Hero
Jebus maker
posted April 06, 2002 09:02 AM

Quote:

Greetz. I think it does work on undeads. The description only says the spell kills a number of "creatures" instantly. It doesn't have any unit type restrictions. The creatures just have to be in the line of sight of the hero.



You actually havenīt been using it to kill ghost dragons, thatīs a lie for 2 reasons:
1. Hand of death does *not* work on the undead.
2. Thereīs no such thing as ghost dragons.
so a big    do u.

and I will repeat this so you understand it better..
hand of death does *not* (no it doesnīt) work on the undead. And there are no ghost dragons in homm4, only bone dragons.

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Pure_Chaos
Pure_Chaos


Bad-mannered
Known Hero
Destroyer of Morons
posted April 06, 2002 09:40 AM

I happen to like

Chain Lightning and Disintergrate. Granted I haven't seen many spells yet (I mainly play chaos town) these spells are awesome with high lv hero with GM chaos magic.
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Abazagaroth
Abazagaroth


Hired Hero
Paladin of Knowledge
posted April 06, 2002 11:22 AM

After finishing up the Lysander campaign, which you are going to use Life magic all the time, out of this school, I like:

Prayer: When fighting non-life enemies, its a must cast.
Defender: 50% reduction in damage taken when stacks attack you? nice
Sanctuary: Contrary to what the manual says, it works on all your stacks at once. Is nice to cast when you are in round 2 or 3 and won't need to cast much with your casters, or if it looks like one of your stacks is about to be smacked hard by several enemies
Guardian Angel: Real nice spell, cast it on your level 4 stack, and send them in. Usually prevents you from losing the 1 or 2 that you might lose otherwise
Divine Intervention: Good for when you are hero heavy, especially against cyclopses with their AE range attack
Celestial Armor: Increased defense, never a bad thing
Martyr: Can be good sometimes, very situational

I rarely cast any other life spells throughout the campaign, they just weren't needed. If you have weaker heroes, a couple of the other spells might be good though.

I haven't messed with the other schools much, order spells seem pretty useless 99% of the time if you have life magic, but some of them are ok if you only have order I guess.

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[url]http://www.modernhumanorigins.com[/url]

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HappyPike
HappyPike


Known Hero
Pikeman
posted April 06, 2002 11:49 AM
Edited By: HappyPike on 6 Apr 2002

Quote:

hand of death does *not* (no it doesnīt) work on the undead. And there are no ghost dragons in homm4, only bone dragons.



yup, you are right. Hand of Death doesn't work on undeads. I finished the last map in that Necromancer campaign tonight so I had plenty of opportunities to confirm that. That last map was tough (played on advanced level)!!!

You can't expect everything to be correct when you are writing from memory, especially when you have only used Hand of Death a few times.

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brody
brody


Known Hero
Pathetic Loser
posted April 09, 2002 09:12 PM

I love all the life spells, but one unmentioned so far was mass bless.  Excellent for shooters, though also great for melee...  If monks average 12.5 damage, blessing them is a +2.5 damage per monk bonus.  Not bad when you have 50+ monks.

I've only gotten a few nature spells, but I like wasp swarm MUCH better than song of peace (totally freezes enemy, and it works on more creature types, and the enemy CANNOT cast spells - great on enemy heroes who want to beef up their troops).  Stoneskin is good for an extra +25% defense, making the life defense spells even nicer when needed.

In order, I like the mass spells a lot.  Mass blur is a full +50% defense vs. ranged.  Add that to life's defender, and you take almost nothing from enemy shooters.  Mass precision gives your troops +25% ranged attack AND no range/obstacle penalty.  Great for monks (or any shooter that doesn't have the "no range penalty" bonus).  Also, slow and (whenever I get it) mass slow for those fliers that come across in one round.  And teleport is just plain fun.  Hydras are powerful, but when you slow them and teleport them all the way to the other side of the battlefield, they're next to useless!  Then town portal, not as nice as in 3, but still useful.  And blind will be nice (still haven't had a hero powerful enough to get it) because it lasts a full 3 rounds... Wasp Swarm X 3!  Sweet...

All in all, I just don't see any spells that are truly useless.  I haven't gotten death or chaos yet, but I imagine they're great too.
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UnkaHaakon
UnkaHaakon


Responsible
Famous Hero
happily tilting at windmills
posted April 10, 2002 01:29 AM

well, from my experience so far, 'Hypnotize' has gone from being a joke to something really, really nasty. Nothing like having the AI suddenly find out that band of genies it had is suddenly working for you for a minute or so.
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RMS
RMS


Responsible
Legendary Hero
-ing yummy foods
posted April 10, 2002 01:42 AM

Quote:

are there any useless spell?

i thing there are only a few.

good job 3do


I actually don't believe I've encountered any totally useless spells yet at all. It is simply that some are better than others for particular towns, and at different points of the game.

Which do you have in mind?
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tortoise
tortoise


Known Hero
Master of Reptiles.
posted April 10, 2002 01:44 AM

yup yup,  hand of death.    Imps/Vampires : Sacrifice

Need i say more?

oh, and vampiric touch on bone dragons is a nice touch. no pun intended
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columbus
columbus


Hired Hero
posted April 10, 2002 03:15 AM

Sanctuary - I've been using it as a sort of time out. If my lot are at one end of the field and the other guys have got lots of shooters then I cast it, walk up there with my chop-a-matic heroes next to the cyclopes or whatever and then call time in. Sheer carnage. (In fact at the end of the Lysander campaign with 6 hereoes and with all the speed power-ups I could get about 5 buff spells off before casting sanctuary and before the AI acted).

Disintegrate's gonna be vital in MP to cope with Immortality potions

The only slightly sucky spell I've found is Slayer. At the beginning of the game when you get it you won't be fighting level 4s and in the late game it's not the spell to use.

The Armageddon/Black Dragon/Efreet combo still can work, I haven't got to it yet.....
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FuriousGeorge
FuriousGeorge


Hired Hero
posted April 10, 2002 04:23 AM

Create Illusion/Phantom Image: obviously the crux of Order magic. Works best with high damage/low hp units, since you don't care about their survival & the number of units created is based on hit points.
If this spell is your main weapon, you must have a way of dealing with enemy casters. 1 Dispel or Mass Dispel and poof, all gone.

Martyr: awesome on many levels. The most common tactic i use is to Martyr the Illusions or Summons, thus preserving the real units. On my most recent scenario i lucked out in finding a ring +50% hero health and a ring of regeneration. So instead i martyr my hero and also cast the Life spell that gives you +200 health to the caster only.

Bless/Mass Bless: Damage increase varies a lot from unit to unit. Usually the lower level units benefit the most, since there damage numbers are 1-2. That's basically a +50% increase in raw damage. Works great with First Strike units.

Town Gate: saves a lot of traveling time. If you're going from town to town, it essentially makes you move twice as fast.

Berserk: great if the enemy is tougher than you are (order seems to thrive in this situation).

Teleport: truly an amazing spell. Slow & Poison a unit, and keep teleporting it back to the back of the map. Send a unit of illusions into the middle of the enemy. Send a good melee unit behind castle walls. Teleport enemy caster/archers right in front of your own melee units. Berserk an enemy, then teleport another enemy stack next to it.



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kevyip
kevyip


Adventuring Hero
posted April 10, 2002 09:59 PM


The First Strike spell may not be the most powerful, but it's highly intriguing.  If I understand correctly, when you cast First Strike on a creature, it will strike the enemy BEFORE the enemy retaliates (whereas normally it strikes at the same time the enemy retaliates).  

Also, the First Strike spell is cheap to cast, and lasts the whole duration of the combat.  There is even a Mass First Strike spell.

Some creatures already come with First Strike ability.  Some can even negate other creatures' First Strike.  And some can do both!


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thebigunit_3...
thebigunit_3000


Hired Hero
Walking Dead
posted April 11, 2002 02:03 AM

Steal all enchantments: Kicks all mass life spells in the pants!

In reply to kevyip:  First strike is pretty good on creatures, but most might heroes have Melee up enough to stop the effects of First Strike.  Also, there is an exact copy of First Strike called "Snake Strike" in Nature Magic.  They both have mass versions.

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brody
brody


Known Hero
Pathetic Loser
posted April 11, 2002 07:25 AM

Quote:
Steal all enchantments: Kicks all mass life spells in the pants!

In reply to kevyip:  First strike is pretty good on creatures, but most might heroes have Melee up enough to stop the effects of First Strike.  Also, there is an exact copy of First Strike called "Snake Strike" in Nature Magic.  They both have mass versions.


If a melee hero hits you and you don't have first strike, he hits first.  But if you do have first strike, you get to hit him the same time he hits you.  Not as nice as being able to first strike him, but definitely better than losing a couple 4th level creatures BEFORE retaliation.  So even though heroes can stop the effects, it's still useful against them.
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Flashman
Flashman


Adventuring Hero
posted April 11, 2002 10:41 AM

Quote:

Summon White Tiger The battle tanks of the game, white tigers are brilliant cannon fodder



Air eles are better tanks than White Tigers and also more cost effective in spell points.

/Flash
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Pentalog
Pentalog

Tavern Dweller
posted April 11, 2002 02:26 PM

Defender

I think there is a little misunderstanding of the way that defender works.

The life spell defender says that it gives 50% (I think that's right) to defense.  However, it only gives that defense to creatures that hit the DEFEND button.  Which essentially means that it can only protect you if you sit back and defend (no move or attack).  I have used it before, to great success, however.  I cast regeneration, defender, spiritual armor and stoneskin, sit back and defend.  The only damage that I do (from that unit, which is usually a high-level hero) is from retaliation, but it helps when the bad guys would have taken me out if I had attacked.

Pent
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Scorpius
Scorpius


Hired Hero
posted April 11, 2002 03:49 PM

that makes the defend spell pretty crappy really, how often does one have the luxury to use defence??

Is the 50% instead of the 25% bonus you usually get from the defence button or is it an extra bonus? (i cant imagine the first really ...)

I only have played with Life spells alot until now, and Marthyr is really strong in campaigns if you have a high lvl hero with combat skill. (so this might be a less usefull spell in single scenario's i dont know yet) Sending out a stack of Crusaders to do some serious damage while taking none themselves really helps in the life campaign.
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kevyip
kevyip


Adventuring Hero
posted April 11, 2002 04:28 PM

To brody,

Quote:

If a melee hero hits you and you don't have first strike, he hits first.  But if you do have first strike, you get to hit him the same time he hits you.  Not as nice as being able to first strike him, but definitely better than losing a couple 4th level creatures BEFORE retaliation.  So even though heroes can stop the effects, it's still useful against them.


I could have sworn that when a melee creature attacked my champion (which has First Strike ability), my champion's retaliation occurred BEFORE the initial attack.  Was I seeing things?

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