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Posts from Магия "Might & Magic Heroes VI"

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14 years ago
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It was high time to create this topic :). So, creating a poll about your favorite magic school is pointless, as now one branch of magic is practically worthless. And, I don't think there are many fans of the "sixth" magic school here :D. At first glance, it might seem that magic is hopelessly weak now. But everyone who wrote off magic after using it once is completely wrong. You just need to know how to use it properly :). What do I mean? Probably, that for clearing out neutrals, magic is the best! I also get very annoyed that spells "recharge," but that's exactly why we have a huge arsenal! By alternating different spells, taking into account the characteristics of troops from different factions, you can achieve amazing results! So, here's the setup for my Anastasia at the end of the second Necropolis mission: Ice Bolt + Ice Hammer (Ice Hammer really works, although luck doesn't always play in your favor), Lightning (a very powerful spell! "Staff of the Eight Aspects of Ashih" + skills from the primal magic branch for spellcasting + level 15 + building bonuses = 1000 base damage :eek:!), Explosion (less useful), Chain Lightning, Agony (three times is a good amount of damage). Drain Life is invaluable in war! By the way, Necropolis has another useful feature: at the first level of Blood magic, all Blood magic spells deal 30% more damage! So, magic, like hero battle cries, now has a much smaller impact on the battle, because the heroes were deliberately weakened. But, in skilled hands, magic can still work wonders :)!
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14 years ago
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So, creating a poll about favorite magic is pointless, as now one branch of magic is worthless.
Why? I think it's quite valuable. I would vote for the Primal magic.
What do I mean? Probably, that magic is the best for clearing out neutral creatures!
But there are healers. It seems that magic is only useful for Orcs. :) (It's funny, but it's actually true to some extent).
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14 years ago
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And demons should also benefit from it, especially ;). In general, magic is useful to everyone, although to a lesser extent than before. Nevertheless, such powerful spells as "Berserk", "Dominate", and "Stop Time" are available, which is a pleasant thing.

Well, maybe we should create a poll :). Just remember that primordial magic is about slowing down, speeding up, dispelling, transferring magic, and exploding, not +2 to magic power and defense or +30 to mana ;). And the primordial magic branch is the most useful for a mage, yes.
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14 years ago
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So, since we're talking about magic, I'll list my favorite spells from the sixth installment.
The most dangerous skill at the moment is Time Stop, which prevents one of your units from acting; it's an advanced form of blindness. Why advanced? Because it cannot be dispelled and is not dispelled when attacking this unit. This ability is located in the Primal Magic branch and requires 55 mana. It can be cast once per battle, but that doesn't make it any safer.
The next extremely useful skill for a mage is Meditation, which increases magical power (also known as spell power) by 20 units for 4 turns and, unfortunately, restores only 15% of mana (it was 50% in the beta). With +20 magical power for 4 turns, you can do a lot. It costs 30 mana to cast, so always remember to leave those 30 mana to restore 15%. It is located in the Primal Magic branch.
In the same branch, there are 2 more good spells: Explosion, which deals unrecoverable damage (i.e., you cannot heal it), and Teleportation. Both cost 45 mana.
Yes, all of the listed abilities can be upgraded starting from level 15.
Since we're talking about skills, I won't describe abilities that add magical power and mana.
In Dark Magic, only Vampirism and its mass version caught my attention. In the beta, health regeneration occurred even with ranged attacks; I don't know how things are in the release yet. It's a very useful skill.
The damage-dealing skills disappointed me due to the absence of Warlocks.
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14 years ago
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slowing, speeding up
It is highly desirable to have one of them, preferably the second. Let it be mainly not for the sake of initiative, but for the sake of speed: after all, compared to the fifth part, the speed of creatures has significantly decreased.
dispelling
I didn't use it, as I only played against the AI, which isn't very smart.
mana transfer and explosion
I also didn't use the first one, but the explosion is a good thing.
And, of course, stopping time is simply magnificent.
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14 years ago
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Yes, "Drain" works on ranged attacks and in the release version as well :). "Meditation"? We'll see, we'll see. It seems to me that you can do a lot with this spell, especially with damage-dealing magic ;). Well, I don't know about slowing down/speeding up; many units already have good speed stats. "Explosion" is only better than "Lightning" because of its unhealable damage :rolleyes:. "Time Stop" is a truly wonderful spell!
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14 years ago
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Losing a turn to meditate? I think this is acceptable only in specific cases. And a spell that rarely helps doesn't seem that powerful to me.
In reply to Ment
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14 years ago
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Ment
Losing a turn for meditation? I think it's acceptable only in specific cases. And a spell that rarely helps, in my opinion, isn't that strong.
Well, it levels up at 15+ levels, and it's necessary in the final battles when the fight lasts more than 5 turns. I agree that losing a turn is unpleasant but inevitable, but I've been using, am using, and will continue to use meditation. :)

Added after 38 minutes
I will definitely write about the rest of the magic when I have the original game in my hands; it's not interesting to play a pirated version, the dynasty doesn't load.
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14 years ago
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It seems to me that the strongest spell isn't Time Stop, but rather the Wave of Nags (the last ability of Tears). Stunning small units for 2 turns and pushing back large ones (especially when the opponent has advanced to your positions) is very valuable. It also gives Nagas an incredible advantage in the form of a quick rush. Following Kirin's path, Kensei units attack enemy archers, and you can forget about those archers for the rest of the battle (due to Kensei's ability, which reduces damage taken by almost half), or finish them off completely during the wave.
In my opinion, offensive magic is only needed for mage heroes and only in the final mission of the campaign, where it allows you to quickly and without losses clear out neutral creatures. In other cases, control spells (Petrification or Time Stop), healing spells, and defensive spells are much more useful.
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14 years ago
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This is indeed a very powerful ability, but it’s more of a specialization skill than a spell. As for discussing specializations, I suggest you create a separate thread for that.
In reply to Djadame
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14 years ago
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Djadame
I think the strongest spell isn't Time Stop, but Wave of Nagas (the last Tears skill). Stunning small units for 2 turns and pushing back large ones (especially when the enemy has advanced to your positions) is very valuable. It also gives Nagas an incredible advantage in the form of a quick rush. Following Kirin, Kensei units attack enemy archers (for example, against liches), and you can forget about those archers for the rest of the battle (due to Kensei's ability, which reduces damage taken by almost half), or finish them off before the wave ends by focusing on them.
In my opinion, attack magic is only needed for mage heroes and only in the last mission of the campaign, where it allows you to quickly and without losses clear out neutral creatures at the beginning. In other cases, control spells (Petrification or Time Stop), healing, and defensive spells are much more useful.
How will you break through the defense of Humans with this wave? But with Time Stop, you can freeze the Guardian and reduce the army's defense by 50%. And you won't break through the defense of Necromancers even with Time Stop; Kensei units won't reach the liches in time, with proper positioning.
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14 years ago
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Well, after gaining an initial advantage, I can easily deal a significant blow with a Stun spell on my second turn, whether it's against Liches or Vampires, further developing my offensive. If I can't reach the Liches, I'll take out the Vampires; if I can't reach them either, I'll take out the Spiders. There are many options. The main thing is that I've done what I wanted, forcing my opponent into a defensive position, and I can now control the battle and dictate my terms. Whereas, he can only defend.
P.S. In theory, there's no need to break through the Humans' defense in a battle (Nagas vs. Humans). You need to kill the Light Elementals, which dispel (remove magic effects), or lure the opponent into dispelling and then place these Elementals in a controlling position. And then everything is simple: Restoration on everyone, Stone Skin, back and forth. I'm a tough Naga with a huge reduction in incoming damage, healing every turn; I can't be killed. But that's just a theory, of course.
P.P.S. By the way, has anyone tested Star Light? How is it in general? Can it be more effective than a well-buffed Chain Lightning spell with artifacts?
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14 years ago
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Sadness :(. I just started enjoying Anastasia's magic, and suddenly the cost of all spells increased by 30% :(. A week of frogs, artifacts that increase the cost - also... Has anyone noticed this? Casting an explosion for 60 units is at least not profitable.
And meditation didn't impress me. There was little mana, so it consumed more mana than it restored. And it was a pity to lose a turn.
In reply to Победитель
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14 years ago
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Winner
Sadness :(. I was just starting to enjoy Anastasia's magic, and suddenly the cost of all spells increased by 30% :(. A week of frog-related events, and artifacts that increase the cost - too... Has anyone noticed this? Casting an explosion for 60 units is at least not profitable.
And meditation didn't impress me. There was little mana, so it consumed more mana than it restored. And it was a pity to lose a turn.
Well, in the beta, meditation restored 50% of mana, so it was profitable to use it.
In reply to Klivren
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14 years ago
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Based on my experience in the Anastasia campaign, the main goal is to get a level 15 mage hero. And from level 10, start saving skill points. Once you reach level 15, take the following combination: Water Elemental + Water Magic to increase the number of elementals + Meditation for mana regeneration. From this point on, practically ANY group of monsters can be defeated without losses. This is especially useful at the beginning of new missions, when you have a minimum number of troops, but need to quickly capture mines, forts, and enemy strongholds. How does this work? It's very simple. On the very first turn, summon water elementals NEXT to the monsters. So that each group of monsters can reach the elementals and attack them. The elementals have a lot of hit points, high initiative, and Ice Bolt every two turns = movement control. The task of the hero and our archers is to kill as many monsters as possible in the next 3 turns. Because then the elemental summoning cooldown will end, and you can summon fresh reinforcements. Meditation is useful for mana regeneration - during each hero's turn, you need to summon 2-3 packs of elementals, and the initial mana regeneration will not be enough. IMPORTANT: your army must have at least 1 unit with high initiative - or a combination of initiative rings and the Ambush skill, which increases initiative by 5 in the first turns of combat. Otherwise, the neutrals will go first and may reach our small troops. I completed the last two Necromancer missions using this method with minimal losses. What's nice is that there should be many more similar tricks in the game

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