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Thread: Magic vs Skills amd Attack | This thread is pages long: 1 2 · «PREV |
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Mad_Unicorn
Famous Hero
I am a mean person shame on me
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posted June 17, 2002 01:06 PM |
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well in heroes 3...
I would say might overally is better than magic as there are many artifacts that will help the might user become a magic one alot more efficiently than a magic hero usin might simply because magic is a dead hero till lvl 10+ and even then its not a wise choice to use a magic hero against a skilled might hero vet.
As was stated recanters orb and dragon father combo will kill the magic user but not kill a magic based might hero. All a might hero needs is lvl 1 and 2 spells to easily crush a magic. 15.15.5.5 vs 5,5,15,15 comes down to creatures. Implosion is very powerfull at spell power and why do u need 150+ spell points when the fight is won in 2-3 turns?
I see heroes like this heroes 1 was more magic orientated being that there was no skills to offset the ballance. Heroes 2 was very magic orientated as the differences between were very big. In heroes 3 Might is right now that the might heroes now have might skills and magic users just became more specialized but no real power skills other than sorcery.
In my personal oppinion i see magics true way to win against a superior might hero is hit and run. Magic just basically has to rely on that very often.
There are so many ways to counter magic but very few to counter might. Chain lightning either get ur army in the face of ther other army or buy a ballista,ammo cart and first aid tent to lower losses or spread out the army. For meteor shower all u gotta do is watch ur spacing. Implosion have a recanters or kill him before he decides to hit and run. lightning u need pendant of negativity icebolt is very weak as a lvl 2 spell unless its coupled with orb of water or a high spell power say 12+(still pretty weak then).
Its the indirect spels such as haste/beserk/slow/blind that will win a tactical battle not the power spells, which basically takes out the magic heroes true power as a might hero is alot more effective with said spells.
Might is Right
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mmontgomery
Hired Hero
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posted June 17, 2002 10:01 PM |
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Orb of Nullification or Recanters Cloak is usually doom for the Magic player, particularly if you don't know in advance that your opponent has them. We usually put those two items (plus the grail) in the banned artifacts lists on the games we play, because we view them as game breakers. IF someone picks a magic hero, it is anticlimactic to 'automatically' lose to a might hero just because the might hero got the Orb or cloak, which I only see in maybe 5% of random maps anyway.
If they were going to do something to totally screw magic, then there should be something that total screws might, such as a cloak of defense, which provides +100 defense to every stack.
Anyway, back to the comparison, the biggest advantage for magic heroes is mobility spells. These are usually the game winners for the magic player, more so than the battle spells.
As for battle spells, most spells do not scale with the armies. As the armies grow larger, the might player gains an advantage, since his abilities scale with the size of the stacks. For medium size armies, summoning spells such as expert Earth Elemental can win the battle for the magic side. For large armies, , clone, prayer, and other such spells are the magic player's best bet.
Clone can be very effective if done well, since you can get two strikes from the cloned stack (which is usually the toughest), and your opponent must use one strike to get rid of it. Cloning Archangels or other creatures with a special ability is particularly good, since you can use the special ability, and then strike once. Assuming you have put most of your money and effort into the L7 creatures, they usually represent about 50% of your total battlefield power, and are usually the fastest creatures, so cloning such a stack can be particularly effective.
In summary, for small to medium armies, I think magic hereos usually have a big advantage, due to summoning and direct damage spells. The advantage moves to might for the large armies, but magic can still be used to good effect, and especially for mobility.
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andiangelsla...
Disgraceful
Famous Hero
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posted June 17, 2002 10:16 PM |
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If they were going to do something to totally screw magic, then there should be something that total screws might, such as a cloak of defense, which provides +100 defense to every stack <-------------- what a toss
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Motorschaaf
Bad-mannered
Famous Hero
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posted June 18, 2002 12:12 AM |
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Quote: something that total screws might, such as a cloak of defense, which provides +100 defense to every stack <-------------- what a toss
yeah and then tazar gets that cloak and ur magic hero will face the lord much faster then he wants to.
Motorschaaf
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Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
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posted June 18, 2002 12:55 AM |
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wow I figured you guys would be tired of posting thy same thang LOL yes no lol
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Dreaming of a Better World
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OAE
Hired Hero
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posted June 18, 2002 01:12 AM |
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Fairy things
Heh lets see who's the most " agressive " in power -) i see this subject make ppl write -) and " start fight " with/o knowledge -)
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It take a minute to have a fight with someone,
It take an hour to love someone, but
It take a LIFE-TIME to forget someone.
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mmontgomery
Hired Hero
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posted June 18, 2002 01:30 AM |
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"which provides +100 defense to every stack"
I meant EVERY stack for BOTH players. So melee combat damage is reduced to minimums, which I believe is 20% or 25% of base damage, and magic damage suddenly becomes 4x or 5x more important. But such an artifact does not exist, so no point in debating it. The whole point is that having an artifact that nullifies magic should be balanced by having an artifact that nullifies might.
BTW, we don't ban Dragon Father, so if you can put that together and hose a magic hero, more power to you.
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Mad_Unicorn
Famous Hero
I am a mean person shame on me
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posted June 18, 2002 01:40 AM |
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simply put
Magic heroes are more handicapped in heroes 3 than in any other heroes game. As might heroes "can" learn all them spells same a magic but magic CANT become nearly as physically strong as them might heroes. On a might hero all u need is 1 or 2 clone spells or beserk or blind to seriously cripple the magic hero.
meh....
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vesuvius
Hero of Order
Honor Above all Else
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posted June 18, 2002 03:56 AM |
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h4
and there's the beauty of H4, your might heroes have a tough time really becoming powerful magic users, so to make a strong magic component, you need a magic hero.
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Immortal
Adventuring Hero
Transylvanian Dread Knight
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posted June 18, 2002 05:32 AM |
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Isn`t it enough that expert berserk can make a might hero kill himself? What do you need the cloak of defense or another might nullifier?
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You and which army?
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OAE
Hired Hero
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posted June 18, 2002 07:39 AM |
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Heroes4 bassicaly sux, i mean finishig 1 or 2 levels my heroes becomea storngerr and i dont buy/construct anything in my castel becose my hero does damage 1200 per shot
That mean i can kill 4 Blak Dragons with a shot.
My hero will learn some " Life " that make me Immortal.
That mean :
...... .. .. .. ..
.. .. .. .. ..
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. .. .. .. ..
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. .. .. .. ..
. .. .. .. ..
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.. .. .. .. ..
...... .............. .. ..
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It take a minute to have a fight with someone,
It take an hour to love someone, but
It take a LIFE-TIME to forget someone.
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vesuvius
Hero of Order
Honor Above all Else
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posted June 18, 2002 08:44 AM |
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man you guys havent played multiplayer, need to open your eyes
n/t
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OAE
Hired Hero
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posted June 18, 2002 09:08 AM |
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Quote: n/t
Mmm that's right i didnt play multyplaer cos i dont have Heroes4 for Linux i didnt find it out
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It take a minute to have a fight with someone,
It take an hour to love someone, but
It take a LIFE-TIME to forget someone.
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OAE
Hired Hero
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posted June 22, 2002 02:40 PM |
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Bau
Heh what's going on here? none of u think at the skills ?
R u still watching TV ?! -)
Oppinions
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It take a minute to have a fight with someone,
It take an hour to love someone, but
It take a LIFE-TIME to forget someone.
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