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Heroes Community > Heroes 6 - The New Beginning > Thread: chilled effect useless?
Thread: chilled effect useless? This thread is 2 pages long: 1 2 · NEXT»
httassadar
httassadar


Adventuring Hero
posted November 10, 2011 05:35 PM

chilled effect useless?

I find it strange that chilled/frozen effect has +20% fire damage, while no faction apart from barbarians has access to both fire and water...

Chilling armor seems useless to me

Attacking unit movement down 1 is useless as it's already close combat fighting,

+20% fire is useless cos if I can use chilling armor, I wont be able to use fire magic nor will any of my creatures do fire damage,

+defense is useless as I can get greater effect using stone skin.

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Hotarubi
Hotarubi


Known Hero
posted November 10, 2011 05:45 PM

Generally speaking, Stone Skin would probably yield better effects. But I think the chilled effect's purpose is to decrease the likelihood for enemy ground units to reach your vanguard line (support/archer units).

I agree with the vulnerability to fire though... But I don't think chilled does that, does it? Isn't it the frozen effect that sets up vulnerability to fire magic?

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted November 10, 2011 05:46 PM
Edited by Nocturnal at 17:48, 10 Nov 2011.

Do Inferno mages have access to water magic? That would make their armies pretty damaging.
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httassadar
httassadar


Adventuring Hero
posted November 10, 2011 05:52 PM

Quote:
Generally speaking, Stone Skin would probably yield better effects. But I think the chilled effect's purpose is to decrease the likelihood for enemy ground units to reach your vanguard line (support/archer units).

I agree with the vulnerability to fire though... But I don't think chilled does that, does it? Isn't it the frozen effect that sets up vulnerability to fire magic?


Yes, chilled give +20% fire, and no, inferno has no access to water

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted November 10, 2011 06:41 PM
Edited by blizzardboy at 18:46, 10 Nov 2011.

No, that aspect of the ability is basically useless unless you have scrolls or something. Sanctuary can't do Fire. You could do a Necro Water/Fire magic caster, but I don't see that as being at all worthwhile for just a +20% bonus when you could simply be doing Immolation and then 2 fire spells.

Don't underestimate -1 movement though. Chilled isn't at all a strong ability compared to others, but it can still be useful. Pay attention to the movement speed of enemy creatures and the position of your units and you'd be surprised how often that -1 can be relevant.
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httassadar
httassadar


Adventuring Hero
posted November 10, 2011 07:01 PM

Quote:
No, that aspect of the ability is basically useless unless you have scrolls or something. Sanctuary can't do Fire. You could do a Necro Water/Fire magic caster, but I don't see that as being at all worthwhile for just a +20% bonus when you could simply be doing Immolation and then 2 fire spells.

Don't underestimate -1 movement though. Chilled isn't at all a strong ability compared to others, but it can still be useful. Pay attention to the movement speed of enemy creatures and the position of your units and you'd be surprised how often that -1 can be relevant.


I agree, that -1 can sometimes be important, especially combined with skeleton's web... but still, one effect (+20% fire) with no usage shouldn't be there.

Maybe you can hire a necro mage when playing inferno... can you revive units using necro's racial ability on other creatures?

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted November 10, 2011 07:36 PM

Necro doesn't have fire.
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G0b1in
G0b1in


Adventuring Hero
posted November 10, 2011 11:39 PM

maybe they're saving this chilled-fire "combo" for Academy faction which should come in next xpac

.... then again it could be something completley useless
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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted November 11, 2011 12:55 AM

My guess is they designed the spells before they designed which factions would be able to learn them.

And then...uh...forgot to change it?

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LRN
LRN


Adventuring Hero
posted November 11, 2011 01:01 PM

Indeed, chilled seems to offer the most to Shamans. What a weird development...

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted November 11, 2011 01:29 PM

Yeah, chilling affect is not great.

Frozen affect is though, where movement is dropped to zero, very affective!

What's with soaked affect though? Adds 20% to air damage, but when do creatures get soaked? From all water based spells? Or just the Naga advanced and ultimate abilites?

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted November 11, 2011 07:21 PM

From the Tears Tsunami ability and from the Mermaid special ability.
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G0b1in
G0b1in


Adventuring Hero
posted November 11, 2011 07:32 PM

Hmmm sounds like Air magic is best to use with Sanctuary then - since a lot of watter magic have chilled effect, hell there's even ability to cause it to last longer, but you can't realy use it.

And since soaked effect dosen't come from water magic spells (realy? watter magic and enemy's aren't even wet? ) there's no need for it - Tsunami + Chain lightning combo for the win
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted November 11, 2011 08:05 PM
Edited by blizzardboy at 20:06, 11 Nov 2011.

Except Tsunami is a tears ability and chain lightning is a blood spell, so it wouldn't quite be optimized as much as you would like.

You could summon Air Elementals I think their attacks do air damage rather than physical. Getting an elemental spell at level 15 seems like a no-brainer. You can summon them anywhere to block off ranged or occupy melee, so it's like the best creeping spell ever.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 11, 2011 10:33 PM

Pearl and Coral Priestesses also deal Air damage with their ranged attack.

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xerox
xerox


Promising
Undefeatable Hero
posted November 12, 2011 01:04 AM

Air Elementals as shoot blockers? Wouldn't Light or Water Elementals make more sense? More damage + good bonus CC.
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted November 12, 2011 01:35 AM

Yea but if you already have specs in a particular school with the magic power bonuses, you might want to just use that elemental type anyway, although air elementals would definitely be the worst blocker. I've used fire elementals as a blocker and they worked pretty nicely in spite of being a ranged unit. They still have pretty decent durability and the fire shield does some damage.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 12, 2011 01:35 AM

Quote:
From the Tears Tsunami ability and from the Mermaid special ability.

Mizu kami attacks and watery grave as well if memory serves.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted November 14, 2011 09:01 AM

The following naga class abilities cause "soaked" affect:

- Tsunami (tears magic ultimate)
- Watery Grave (blood magic advanced)
- Monsoon (blood magic ultimate)

Mizu-Kami and Yuki-Onna both do water damage but I don't think they give the soaked affect....not sure though

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forest001
forest001


Known Hero
posted November 14, 2011 11:07 AM

Mizu-Kami attacks cause soaked on their targets, as do water elementals attacks.

and as for chilled, i think tear of asha for sanctuary has 50% chance to change chilled into frozen

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