Dark Ritual
Dark Ritual
IMO this is one of the most useless skills... I mean you need it so rarely that it very rarely happens to use it. To see if this is true I started this little poll
To me this might be useful if it would have a lower cost, say 50 or 75 percent of the movement... but not all of it
So tell me what you think
To me this might be useful if it would have a lower cost, say 50 or 75 percent of the movement... but not all of it
So tell me what you think
- ThunderTitan
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It might be usefull when you depleted your whole mana pool and the enemy will reach you in the next turn i guess. And it's not like it's the only rather useless ability in the game.
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- winterfate
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It's virtually useless, unless Yrbeth is using it (and even then her skill set sucks...to put it lightly).
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Wow, that's pretty bad...DaemianLucifer wrote:Not even to see how it works.
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- DaemianLucifer
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Well,just a few times but I don't find it useless.Can save days that could be spent on creeping or save your skin the one time you were caught with the pants down It's not as if I wouldn't take it anyway being a prerequisite to secrets of destruction but it's mostly for larger maps with few wells and towns.
I, for one, am dying to find out what colour they paint Michael's toenails.
- Metathron
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Personally I used it once I think when fighting a huge neutral and needed all my spell points to deal with him...
But usually I only take the skill because it is a prerequisite for secrets of destruction wich gives +2 knowledgs which is very useful. Still I find it to be one of the least used skills in the game.
I never used Consume Artifact though, but still after the change in HoF it can be useful...
I believe I saw somewhere in a XML file the movement cost of Dark Ritual.
S_T maybe we can make a little mod out of this?
But usually I only take the skill because it is a prerequisite for secrets of destruction wich gives +2 knowledgs which is very useful. Still I find it to be one of the least used skills in the game.
I never used Consume Artifact though, but still after the change in HoF it can be useful...
I believe I saw somewhere in a XML file the movement cost of Dark Ritual.
S_T maybe we can make a little mod out of this?
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well, think about it and then post whatever you decide in the modcrafting guild area, and I'll take a gander and see if it's feasible.
the only question in my mind is that since it's a skill, instead of a spell, it might not be as easy to mod.
some skills and abilities have moddable parts, and some don't
I won't have time to look at it today, but post and I'll be reminded to check it out tommorrow.
the only question in my mind is that since it's a skill, instead of a spell, it might not be as easy to mod.
some skills and abilities have moddable parts, and some don't
I won't have time to look at it today, but post and I'll be reminded to check it out tommorrow.
Well I am mostly a dungeon player... so I played 70 percent of my heroes games with dungeon... and I must say I voted for the 1 or 2 times... because it's the truth.... and I played lots of games...
Maybe a multiplayer expert can also give us his advice.
Until then give your opinions for the mod. 50% or 75% ???
Maybe a multiplayer expert can also give us his advice.
Until then give your opinions for the mod. 50% or 75% ???
I have played mostly singleplay resently, but I have found uses for the skill. Dungeon creeps a lot with spells, so it can come in handy. Ofcourse if you can creep well without spells, there isn't that big a need for the ability. Anyways on certain maps I use it more, on certain maps not at all... It's definately a skill you don't use constantly (neither is Imbue Arrow, Rain of Arrows, Consume Artifact/Corpse etc.)
I believe Dungeon is powerful enough as it is already. This skill is a last resort thing, but I really don't wanna see Warlocks constantly with full manapool running amok So 50% is out of the question for my preference, 75% is much more reasonable....actually 85 might do the trick for me.
Besides, I feel Necro is the one in a more desperete need to have/get/regain mana... Why don't they have any good skills to boost their Knowledge, meaning they require crappy skills to obtain. (MotN is good, but milking mana takes alot of time and effort...not good in multiplay, and doesn't really help when you have 1 Knowledge)
I believe Dungeon is powerful enough as it is already. This skill is a last resort thing, but I really don't wanna see Warlocks constantly with full manapool running amok So 50% is out of the question for my preference, 75% is much more reasonable....actually 85 might do the trick for me.
Besides, I feel Necro is the one in a more desperete need to have/get/regain mana... Why don't they have any good skills to boost their Knowledge, meaning they require crappy skills to obtain. (MotN is good, but milking mana takes alot of time and effort...not good in multiplay, and doesn't really help when you have 1 Knowledge)
I Think this skill is kinda answer for the great skill of academy : "Manna Regeneration". Academies Heroes with this skill, Nur and Mahir, are great heroes and they have a great chance of winning any battle although their army is outnumbered.
When these heroes have 20 knowledge, spells : ressurection, conjure phoenix, summon elemental, teleportation, etc, they will be very difficult to be defeated due to the manna regeneration skill.
Of course the dark ritual is much lesser then the manna regeneration
When these heroes have 20 knowledge, spells : ressurection, conjure phoenix, summon elemental, teleportation, etc, they will be very difficult to be defeated due to the manna regeneration skill.
Of course the dark ritual is much lesser then the manna regeneration
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