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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Spell combos & hidden effects
Thread: Spell combos & hidden effects This thread is 2 pages long: 1 2 · NEXT»
Celfious
Celfious


Responsible
Legendary Hero
The highest shadow.
posted July 22, 2002 05:29 PM bonus applied.
Edited By: Lich_King on 21 Jun 2003

Spell combos & hidden effects

What I'm asking for, is experienced HOMM4 players to reveal some good spell combination's like

1: Illusions/Town Gate..
When illusions are on the field and you cast town portal, they illusions stay to fight.
2: Hypnotise/Sacrifice...
???
3: Summon/matyr
Clone takes damage, while funded support fight's on

And hidden effects of spell's. Overlooked effects.
1: Diplacement pulls creatures into they're castle wall so you can hit them.
2: Dispell kills all illusions
3: Quicksand. Use when enemy has many shortrange creatures and you have magic w/lng ranged. Take out his long range ability, and watch the hydra's creep real slow!



Ect..

EDIT: this can be the beginning of a rather interesting thread... L.M.
~Top !~

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Camelnor
Camelnor


Famous Hero
Also known as Blue Camel
posted July 23, 2002 04:58 AM

Early on with Life, cast martyr on your pikes so your hero takes the damage, and then cast heavenly shield on the hero to ensure he doesnt die.  Now send the pikemen on to the enemy as tanks, and you wont lose any units in the battle. (unless of course, they are ranged units and they choose to shoot some of your other units... but that's why you put stacks of 1 squire in front of your ranged units early on...)
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Celfious
Celfious


Responsible
Legendary Hero
The highest shadow.
posted July 24, 2002 09:30 AM

Ive heard of some combination's throughout HC with holy shield, matyr or something.

I guess me and camelnor are the only HOMM4 player's in the world. LoL

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Darkspirit
Darkspirit


Famous Hero
aka Zutus
posted July 24, 2002 03:07 PM

What bugs me is that 'fire ring' is just the same as fireball, I think fire ring should enable you to cast it on a friendly stack, damaging all it's attackers. While fire ball would still have the same effect.
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Celfious
Celfious


Responsible
Legendary Hero
The highest shadow.
posted July 24, 2002 05:53 PM

Sometime's people over look
Slayer. Even when the most devestating oposing force is a level 4. (Slayer increases 50% damage to level 4's)

Curse Calculate which pick is the best. It's not alway'sa  level 4. First you have to multiply damage X number in stack. IE:
Creature X deals 2-4 damage. There is 10 in this stack. 20-40 damage.
Creature Y deals 5-8 damage. There is 5 in this stack. 25-40 damage.
COnsidering all factors are similar your best bet is casting curse on Creature X. This provides a difference of -5 damage.

Martyr & holy shield & heal Get a stack with high HP, or one you can afford to lose. Give the recipiant of martyr holy shield. Cast regenerate or something like.



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dale
dale


Known Hero
posted July 24, 2002 06:17 PM

I'm not experienced at HOMM4 yet, but have come to really like the spell illusion.  Especially when combined with teleport, it can greatly increase your fire power and decrease your losses.

The thing about it that almost seems unfair is that a second illusion cast will add to the stack *whereever* it is, instead of creating a new stack back in your home lines.
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usailo
usailo

Tavern Dweller
posted July 25, 2002 03:37 AM

there's a number of combination:
1- Phantom Image(a bigger stack than creat Illusion) then Plague!Note:the phantom Image (neither Illusion)take damage of it then Town Patrol,Note:take a lv 4 creature(the best is Devil against short ranger troops) so you don't lose any troops and your Phantom Image stay as long as possible to give time for the plague!! if you have another hero just try to cast slow, forgetfullness for short, range troops
2-Sanctury+plagu: not a common one because you've to learn two diffrent schools and have got GD Life magic+Expert death magic and have to get two towns! and also you give them a chance to take off your Hero
3-Hypnotize+sacrify: no other wounderfull combination is so great as this one but also you've to get GD Order+GD Death!
4-Martyre combinations: the best one try to use with dragon strenght for Lvl 4, you have other turns then luck, giant strenght, prayer(life),martyre on other troops. no use of your Hero because may be you lose him, otherwise it's not logic to make that because your strenght is more powerfull than the enemy!
5- Vampiric touch+ Aura of fear: this one is aweful with your devils!make sure that you have only vampire+Devils or BD which doesn't need aura of fear(my prefered 4lvl unit) you can get rid off any opponent without any casualities
6-
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Celfious
Celfious


Responsible
Legendary Hero
The highest shadow.
posted July 26, 2002 04:00 PM

**1: Illusions/Town Gate..
When illusions are on the field and you cast town portal, they illusions stay to fight.
**2: Hypnotise/Sacrifice...
???
**3: Summon/matyr
Clone takes damage, while funded support fight's on
**4 Phantom image/illusion are not effected by plauge. Cast town portal after casting plauge.
**5 Slow & Forgetfulness are good against a long range crutched army.
**6 Sanctury+plagu: not a common one because you've to learn two diffrent schools and have got GD Life magic+Expert death magic and have to get two towns! and also you give them a chance to take off your Hero What do you mean by this usailo?
**7 Hypnotize+sacrify: no other wounderfull combination is so great as this one but also you've to get GD Order+GD Death
**8




And hidden effects of spell's. Overlooked effects.
**1: Diplacement pulls creatures into they're castle wall so you can hit them.
**2: Dispell kills all illusions
**3: Quicksand. Use when enemy has many shortrange creatures and you have magic w/lng ranged. Take out his long range ability, and watch the hydra's creep real slow!



(USAILO, this looks great, but what dose it all mean? COuld you explain your 2, 4 & 5 better?)

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usailo
usailo

Tavern Dweller
posted July 26, 2002 06:30 PM

ok celfious,I hope this would explain it for you
2-Sanctury then you cast plague: hmmm just think about it and prctice it, then you'll see that your heroe in the second round when se casts a plague then the sanctury spell will remove from him, so your enenmy can attack him and since the other creature are protected by sanctury so the enemy's attack will be focused on your main hero,who has got the magic shools, and I don't think that you'll make such a thing, unless your hero is a suprem one(GM magic resistence) and such a hero you can't get him unless you play a XL map(don't forget that he should have GM Life magic+expert death magic)so the solution would be immortal portionS! of course more than 3.
4-for martyre combinations: look you've got a team oh Phoenix+Griffen+ Your main hero(just for example) then cast dragon strenght on your phoenixes( I remember his HP was about 440!)then cast martyre on your mail hero so your hero won't get died and if it's important then martyre on your griffen and if you have a secondary hero in this army then cast Luck on your phoenix then giant strenght, and for the prayer it would be usefull when you have angel, do you've ever imagine that an angel would beat two BD!!!yes his states would be 720Hp,attack38,mele&ranged defencs 43, damage 100-163!(what do you think about bless in this fall) and the states of BD 400Hp,Attack32, melee&ranged Defence 40,damage 55-110,I would consider angel in this fall as LVL 6 creatures in H4!!!! and for the other combination when you cast martyre on your hero, it's not a wise thing to do but I think, if your hero could take the damages in the whole battle then you've got a suprem one so you don't need other troops(what I prferred with such a hero)
5-sorry this was an error in writing I've meaned with BD=Bone Dragon of course black dragon(BD)won't be affected with any kind of magic(like H2 & H3) but what do you think about your bone dragon when he got vampiric touch! and don't forget that he dosen't let the enemy reatailate( except undead+ mechanichal Troops)
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tortoise
tortoise


Known Hero
Master of Reptiles.
posted July 27, 2002 09:38 AM

not really a trick , but casting weakness, and curse with vampirism on bone dragons, just advance your vamps and bones into the heat of the action and watch the death/kill ratio, its a beautifull thing

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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted August 21, 2002 10:19 PM

You need 2 casters for this:
One should cast berseker on one stack and the other should cast confusion(or wasp swarm) on an adjacent unit until it will die!
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Abort
Abort

Tavern Dweller
shapeshifter
posted December 24, 2002 08:09 PM

Overpowred spells are available for demonologist. Iīve never had one in multiplayer game simply because death and nature magic is not easy to get at the beginning of the game. But this one in death campaign has incredibly powerful demonologist spells. I was able to cast 80 imps, then 30 cerberus, 25 ice demons, 20 venom spawns and 15 (FIFTEEN) devils!!! They can teleport through enemy wall, kill enemy heroe with single blow. And there are many other possibilities like casting dragon strength or vampiric touch...Compared to my druid which casted 8 faeries, ..., 3 faerie dragons...It doesnīt look to me like balanced...
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splat
splat


Adventuring Hero
posted January 09, 2003 11:01 AM

I think they should change the hypnotize spell effect then. You shouldn't be able to sacrifice/martyr a hypno unit. But you should be able to range-attack them, in my opinion. It seems you can only melee-attack such units. You have to get rid of them sooner or later.

Perhaps they should review this thread now and then and disable all tricks that spoil the game.

Perhaps they should disable that illusion/plague/town portal combo also, by making the illusions disappear when you step into the portal, or by making all spell effects disappear of heroes who left (the plague... but the illusions would go also then, I guess)


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CzlowiekWiadro
CzlowiekWiadro


Hired Hero
Windowlicker
posted January 09, 2003 04:21 PM

Demonologist

.....is balanced.

True, his summoning spells are VERY powerfull, but you need to have BOTH gm nature and death magic to summon devils. That's quite a lot skill points. I think you can't really develop gm necromancy for demonologist (except for death campaign). Second, demonologist can't summon when dead (am I not smart?), yet Combat and Resistance skills require extra skill points. You need lots of them for just those 2 magicks.
Third, his summoning spells are really expensive - much more mana needed than normal.

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Lich_King
Lich_King


Honorable
Supreme Hero
posted January 09, 2003 04:24 PM
Edited By: Lich_King on 9 Jan 2003

Correction: You must have Nature Magic & Demonology to cast Demon summonig spells...

Quote:
I was able to cast 80 imps, then 30 cerberus, 25 ice demons, 20 venom spawns and 15 (FIFTEEN) devils!!!


Only 80 imps.... Can't be.. With the expierence to summon 15 Devils you should be able to summon at least about a 250 imps...
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zud
zud


Promising
Famous Hero
box worshipper
posted January 09, 2003 04:33 PM

no correction

I think he is trying to say if u want to develop a demonologist, u have to sacrafice developing GM necromancy.  Not implying that u need necromancy for advanciong demonology
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Lich_King
Lich_King


Honorable
Supreme Hero
posted January 09, 2003 04:43 PM

correction to no, correction,

If u are playing against Necropolises it is better to have demonologist, then a Necromancer... IMHO

Between, here are some thingies and tricks with spells:

1.Mantise's bind cannot affect AE and Ghosts (and any other creature with insubstantial skill)

2.You can cancelate Summoned stack and no more creatures will be summoned (added) to that stack, instead of that a new stack of summoned creatures will apear...
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zud
zud


Promising
Famous Hero
box worshipper
posted January 09, 2003 05:49 PM

you must not play multi player then

necromancy is quickly achieved and a good stack of vampires can clear out a map easily. also in multi, your not going to have time to develop that demonologist well.  (lucky if u get summon cerberus much less any higher)

might be nice single player tho
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Majin
Majin


Hired Hero
Lord of Brimstone
posted January 09, 2003 07:23 PM

I will say my own piece in this thread then...


In the order campaign I am playing right now, the basic hero I am using is a battle mage. In battle, it has become such a fun thing to use just my hero and perhaps a supporting stack of genies that I seldom use any other stacks, unless perhaps when tackling extremly hard opponents. Otherwise however, I simply cast mass slow to buy time, then use a combination of berserk/hypnotize if there are high stacks of monsters involved, and afterwards I may cast a couple of ice bolts to finish them off. If they ever get close enough to pose a threat, I use teleport to send them to the other side of the map. In the rare case that they do hit me, it is no problem, because I have over 100 defense, enough to minimize th damage from most monsters.

Of course, I still would not let 20 black dragons hit me. In that case, I would be forced to bring reinforcements in the form of titans, golems, and halflings.

If the stack of monsters is low, then I simply melee with them. Levels 1 and 2 are a piece of cake for my lone battle mage. The only level two monsters that are even remotely dangerous are  the medusas because of their stone gaze ability and the magi for their poison. In the case of medusas, I cast forgetfullness on them, and in the case of magi, I cast blind. Blind works well when I face genies too, since their ice bolt can hurt a lot if you have no magic resistance.

The order campaign seemes easy enough, albeit I have not reached the end.

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Abort
Abort

Tavern Dweller
shapeshifter
posted January 11, 2003 05:13 PM

Quote:
.....is balanced.

I know what do you mean but if you are lucky enough for finding few altars of death (1-2) from beginning of the game (If you have of course druid as one of your characters), then you donīt need necromancy simply because 60-80 imps (I donīt recall it correctly)you are now able to summon will easily clear maps for you. And with 3-th lvl of demonology and nature magic you are able to cast ice demons which are powerfull (as all of demonologist spells...). Master nature and demonology is nothing impossible - about lvl 10 you may have it.

I think the main disadvantage of demonologist is his class cannot be easily picked (you must hope to acquire death magic through witch hut or altars and this may take some time which you naturally donīt have...)

But whatabout other such combinations: order+chaos, death+life...I donīt recall if some of these classes were somewhat powerfull...
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