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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 · «PREV
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Tavern Dweller
shapeshifter
posted January 11, 2003 05:19 PM

Sorry, I mean expert not master nature magic and demonology could be achieved at lvl 10. I donīt know how to edit posts either...  
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Vince
Vince


Hired Hero
posted January 13, 2003 10:39 PM

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


Well here's mine.  It's nothing great and spectacular but I was faced with having to kill about 50 sea monsters in a campaign and I was thinking for a while how in the heck's name to do this.  I couldn't do it with my super might hero alone so I had to bring my GM Chaos hero as well.  I didn't have cat reflexes either.

You need a stack of non-retaliation creatures.  Mine was hydras since I was playing Chaos.  I had GM Chaos so I used 'Cloud of Confusion' to immobilize 2 stacks every round from the start while my might hero and stacks attacked the other 2 sea monster stacks.  Be careful with the hydra stack and only use it to finish off a sea monster stack.  Then once the first 2 stacks were gone, I just kept casting cloud of confusion on the other 2 stacks and had my hydras attack them with no threat of retaliation until they were gone.

That 'chance to swallow whole' special is quite nasty indeed.  It made me think of something different instead of the usual brute force method.




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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted January 16, 2003 11:41 AM

Meatgrinder

not really a spell combo, but spell/monster combo.

keep your friends close, but keep your enemies closer.
many people teleport approaching enemy stacks to faraway places, yet it might make more sense to teleport them next to you.

consider that:
1. titans are damn hard to get, while golem dragons (despite many good things like first strike and non-hypnotizability) are shunned because they are walkers.
2. magi die quickly, yet they are built because gold golems (despite many good things like high HP, spell resistance, and non-hypnotizability) are walkers and never get to fight.
3. teleport is 3rd level order magic and can be easily cast by secondary/tertiary hero.  

conclusion:
build gold & dragon golems, and secondary order magic hero.
while main hero does his wicked stuff, small guy teleports dangerous  enemy stacks like magi, or venomspawns (poison!) or cyclops or genies etc. right in front of your hungry golems (g&d). and golems, when given a chance to hit, hit HARD. added benefit: the whole setup is cheaper than alternatives.
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