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Heroes Community > Heroes 6 - The New Beginning > Thread: Guardian Angel ability
Thread: Guardian Angel ability
araedros
araedros

Tavern Dweller
posted September 28, 2013 04:46 PM

Guardian Angel ability

Is there a bug or simply I do not get this right?
It should protect my stack for one FULL round but it seems that after my stack attacks an enemy in melee combat it is dispelled.
If I don't attack it can stay for more than just one round. Does anyone else see this?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 28, 2013 06:23 PM

That happens if you get a morale action as it counts as a separate turn and the guardian angel expires.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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NamelessOrder
NamelessOrder


Famous Hero
posted September 28, 2013 10:12 PM

This is how almost every spell, including GA, works in H6 (it's game mechanics):
let's say the queue is glories and then angels and then crusaders :
- during glories turn you put GA on angels - angels move/attack and lose GA
- angels turn and you put GA on them - angels move/attack and DON'T lose GA this turn
- angels turn and they have morale, you put GA on them, they attack and don't lose GA, then they attack again on morale turn - they LOSE GA
- angels turn, have morale, put GA and wait, during their waited action they DON'T lose GA, it stays for the next turn (when they obviously lose GA after an action)
- angels have morale, you waited, it's crusaders action now you put GA on angels - works as above, GA will stay during waited action, waited morale action and will disappear after an action in the next turn.

Works for almost every friendly spell (except hour of judgement)
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Uplay: ZergRusher | H6: Thoughts on duels | DoC: Cassa

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Araedros
Araedros

Tavern Dweller
posted September 29, 2013 07:14 PM

ok thanks for clarifying... I thought it would stay for one full turn.
Not really useful now is it?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 29, 2013 07:49 PM

On the other hand you know from the beginning if morale is going to trigger so you can place it on your second action if you want to be immune till your next turn.
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Map also hosted on Moddb

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araedros
araedros

Tavern Dweller
posted September 30, 2013 09:22 AM

I'll need to experiment a bit with this as I'm new to Heroes 6.
How do you find Guardian Angel caompared to the other racial abilities?

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NamelessOrder
NamelessOrder


Famous Hero
posted September 30, 2013 09:31 AM
Edited by NamelessOrder at 10:54, 30 Sep 2013.

for might mainly:

necromancy>gating>GA>honor and rage>cloak

/EDIT:/ i'm talking about duels mostly (as always)
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Uplay: ZergRusher | H6: Thoughts on duels | DoC: Cassa

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araedros
araedros

Tavern Dweller
posted September 30, 2013 10:12 AM

from my brief interaction with the game necromancy and gating seem just better than the others

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted September 30, 2013 05:56 PM

Guardian Angel

Here's some things about Guardian Angel that I planned to post in the Magic and Anti-Magic Thread later in the week.

- GA doesn't dispel, but the enemy (heroes and creatures) can't cast any negative effect on a unit with GA.
- Damage-over-time effects don't deal damage but are still active.
- Debuffs such as weakness are still active.
- GA can't be cast on unit that is purged.
- GA doesn’t stop purge, dispel etc to remove OTHER spells such as burning determination.
- Sentinels protetected by GA won’t attract/reduce neighbour’s damage.
- Fate Weavers' Dance of Decay makes time go faster so that GA disappears.

araedros said:
How do you find Guardian Angel compared to the other racial abilities?
Here's are my impressions from playing in and watching replays from the duel map tournament during the winter:


1. Guardian Angel - Healing with GA 4 is close to being overpowered. With some morale boosts the circle fills up so fast that it's possible to keep your angels more or less fully healed until the end, and also heal the crusaders from time to time. Also allows the might hero to win shooting duels by using pressed attack and GA on the marksmen.

2. Bloodrage - Has the potential to give you an "instant win". Just play cowardly until turn 4 if your enemy is Tears Might with Counterstrike III. However not even the insane initative or attack power can always compensate Stronghold's lack of mana and counters to control spells.

3. Gating - When you have luck on your side you wipe out the enemy hard hitters first two turns and then Gating 4 makes you unstoppable. But gating is far from fail safe, it's luck dependant and it's often easy for the enemy to get rid of your original stacks. Getting 50 ravagers isn't enough when the original stack only consists of 10 or so.

4. Necromancy - This resurrection is also powerful, but unlike GA, its circle fills up so very slow which makes it impossible to rely on Necromancy, unless you do the cheap trick of spamming the soulreaver effect with pressed attack with a might hero. But playing as magic hero - which is best since the imba shooters have dark magic attacks - means that you tend to end up casting spells and not pressed attack (but get it anyway!).

5. Cloak of Malassa - Invisibility is the most flexible faction ability: get no retaliation, increase speed, interrupt advancing foes and/or cut enemy damage by 50 %. Use it both for offence and defence. Works wonders with regeneration - hide and heal. And the circle fills up fast.

6. Honor - This is a nice buff, nothing special at all but very useful over all. Perhaps especially against enemy blood magic even if it's not exactly autowin: no other faction can get extra magic defence and HP to absorb destructive magic. Blood magicians don't have counterstrike 3 which makes it easy to fill the circle by spreading out your attacks. The extra ice damage on high levels hurts.


In a normal game where discovering the map is as important as battles against heroes, I'd rank the abilities this way:

Guardian Angel, Cloak of Malassa, Necromancy, Gating, Bloodrage, Honor.


Even if some abilities are better than others they are all very good, it's ok that some factions rely more on their ability than other factions.


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