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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Wizards or Warriors?
Thread: Wizards or Warriors? This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Vicheron
Vicheron


Known Hero
posted June 08, 2006 10:56 AM

Wizards have Consume Artifact.

Warlock's Dark Ritual should work during combat. There are so many Eldritch Wells in Heroes 5 that it's really pointless to spend an entire turn to restore your mana.

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted June 08, 2006 11:28 AM

Actually wizards shouldn't have to much trouble with imps considering their huge knowledge - but, a spellcaster using animate dead, such as a necromancer who does not develop knowledge as one of his two primary stats could very well lose for the inability to cast animate dead.
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law558
law558


Adventuring Hero
posted June 08, 2006 11:46 AM

Quote:
Actually wizards shouldn't have to much trouble with imps considering their huge knowledge - but, a spellcaster using animate dead, such as a necromancer who does not develop knowledge as one of his two primary stats could very well lose for the inability to cast animate dead.


I don't know, Imps/familars steal a hell of a lot of mana, and it's very easy for a demon hero to amass hundreds of the little buggers. Even a wizard with a high knowledge score could be threatened.

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SuicidalNecro
SuicidalNecro


Hired Hero
posted June 08, 2006 05:12 PM

1k imps will dry up anyone. And imps have high init. All factions need a  mana backup. And from what I hear, consume artifact provides too little mana for the cost and time.

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Plexus22
Plexus22


Known Hero
posted June 08, 2006 08:21 PM

Quote:
1k imps will dry up anyone. And imps have high init. All factions need a  mana backup. And from what I hear, consume artifact provides too little mana for the cost and time.


True but do you realize how long the game would have to last to collect 1K imps. On a large map with a lot of imp dwellings collecting 250 - 300 imps before the end of the game is good. 200 imps will only steal 50 - 60 mana which is nowhere close to cleaning out a good wizards mana stockpile...just make sure you take em out in the first round before they steal more.

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Betruger
Betruger


Known Hero
empowered mind
posted June 08, 2006 09:04 PM

They won't steal more, it's a one-time ability. The only way to steal more mana is to gate more imps, so take out those gated ones if u are running low on mana.

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neoexdeath
neoexdeath


Adventuring Hero
posted June 08, 2006 11:04 PM

Do imp clones created via phantom forces spell steal mana? It might be a good strategy to cast it on them.

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Vacinden
Vacinden

Tavern Dweller
posted June 09, 2006 08:36 AM
Edited by Vacinden at 08:51, 09 Jun 2006.

Well it depends on if you have all the spells there are(which is a skill) If it is 1k's vs 1k's the knights army will still have first initiative to do a first strike on something. Try resurrecting 1k's. Try having enough spellpower to kill 1k's. And what about a Might hero with Light magic. I would want that. Mass haste, mass divine might. Heroes of Might and Magic....and what a bunch of new options we got with all the skills....

nevermind me. I was responding to someone on the first page of this topic

Better to be speaking of '#months worth' army instead of thousands....1k's

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law558
law558


Adventuring Hero
posted June 09, 2006 04:19 PM

Quote:
Do imp clones created via phantom forces spell steal mana? It might be a good strategy to cast it on them.


I can't see it. It would be too unfair for wizards heroes.
First the real imps steal mana,
then the gated ones,
then the magical summoned ones.
No wizard's mana stockpile could survive 3 attacks. I don't know for sure, but as I said, I really can't see this being possible.
And if it is possible, the imps/familars should be adjusted (Steal less mana).

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DragonLord3000
DragonLord3000


Known Hero
Romanian flamethrower
posted September 16, 2006 10:29 PM

Quote:
Do imp clones created via phantom forces spell steal mana? It might be a good strategy to cast it on them.


No!Imps steal mana at the begining of the battle,when their first turn comes.Maybe gated imps steal mana.Remember a scene like this...
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WilX
WilX


Adventuring Hero
posted September 17, 2006 01:59 AM

Well first of all incorperal ability has a 50% chance to dodge all attacks even spells. I personally think spells should always hit but that just isn't the case. But soldier's luck does not effect the incorpereal ability just like it doesn't effect magic mirror.

Clones made by Phantom Forces no longer have any special abilities, I'm assuming that means that cloned imps don't steal mana. But gated imps certainly do. I'm not sure if clones can still cast spells but I think so.

There are also hero's that have the ability to recover mana during battles, and as far as I know mana regenertation skill also applies for that combined with a higher level (When you'd encounter 1K of imps) and it doesn't matter cause all it does is prevent you from casting your first turn. A wizard might take this time to cast Mark of the Wizard anyway. Then you have to consider that Wizard's spells can be rediculously cheap by late game, often costing 1 mana for pretty useful spells.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 17, 2006 02:08 AM

Quote:
Well first of all incorperal ability has a 50% chance to dodge all attacks even spells. I personally think spells should always hit but that just isn't the case. But soldier's luck does not effect the incorpereal ability just like it doesn't effect magic mirror.



They do afaik as I've targetted quite a few ghosts with spells in 1.3.Only fist of wrath is the exception which is kinda physical anyway.
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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted September 17, 2006 04:31 AM

Elvin is correct unless 1.3 changed it.  Spells always hit incorporeal units (as do chilling bones and fire shield) with the exception of fist of wrath which does physical damage.  Thus, fist of wrath is effective against golems, gargoyles, and black dragons although it deals puny damage even with expert summoning.

I think imps are fine the way they are.  Phantomed ones don't steal mana but gated ones do.
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WilX
WilX


Adventuring Hero
posted September 17, 2006 08:31 PM

Maybe it's because it's a cold spell...but ghosts often dodge my "Ice Bolt" spell when I cast it. Even in 1.2.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 17, 2006 08:59 PM

Not_one_time.You have a more bugged game than me?
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HereticPriest
HereticPriest

Tavern Dweller
posted September 22, 2006 03:19 AM

i think its kind of supposed to be balanced out. I have to especially counterargue the argument of big battles beeing the pro-might-argument. because in H5 although its in general much more like H3, they took some magic ideas from H4, so magic can now enhance or disturb big armies even more. think about phantom forces, arcane armor, mass haste, mass slow, mass righteous might, puppet master, frenzy, blind, teleportation, and those special destruction magic effect that freeze or stun the enemy. of course its all a question of how smart you time it, but a good player can manage that the huge enemy-stacks with max luck, max morale, max whatever actually NEVER get to act. im sorry but i really think magic wins out if you have a really far developed wizard against even a far developed might-hero. even with his magic resistance, from abilities that tops 15% anyway. that isnt enough to save him. Maybe you havent played against a good player because the AI definatly doesnt know how to make smartest use of magic on higher levels.

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Ambidext
Ambidext


Adventuring Hero
Wandering knight
posted September 22, 2006 05:22 AM

I guess the rough idea has been laid out. As in all HoMM games, the magic user is at an advantage at the start. I briefly recall HoMM3, I loved using Wizard. For those who remember, the much exploited hero Solmyr has Chain Lightnight at start. This means his starting mines are a give-away. I once dueled my friend in an XL map. He used Castle. Near the end game I couldn't even find the courage to confront his army. Sure, starting magic users can easily deal 100-200 damage no problem. It's alot in battles. But in end games, very very well leveled heroes can do at most 1k+ with a heavy nuke spell. That's er... say 6 Arch Angels. Yeah he still has 20 left. And next turn, with his 60 attack skill and 40 defense skill, he'll slaughter your stack of Titans. Up next will be your Magi, shot down by your Marksmen.

In many XL maps, the amount of end-game units probably amount to 20-30 easily. That's where might heroes make the difference. This wasn't greatly shown in H4 though, only skills like Offense and Defense made the difference, which is why many think H4 is the worst in the series.
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Jebusrocks
Jebusrocks

Tavern Dweller
posted September 22, 2006 05:44 AM

i think warriors with a high attack, and a good defence is the best. With it, the hero should have a bit of light magic to boost the creatures a bit. So, guess thats a Haven Knight
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cantaresg
cantaresg


Known Hero
posted September 22, 2006 06:22 AM

I'd find that magic users are the best, in all situations. Suppose I use frenzy and puppet master and blind on your creatures, what is a might hero going to do? Use light magic to cleanse your creature? Without magic, might is powerless against the wizards.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 22, 2006 08:05 AM

That's why it's easy to find warriors with light magic.Even in H3 nobody played might all the way without having at least exp haste/slow.
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