Most powerful spell?
Most powerful spell?
I couldn't find this poll anywhere yet, so thought I'd post it. Obviously different spells are better in different situations and with different factions, but I thought it would be interesting to see what people thought.
- Campaigner
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- Jolly Joker
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Pretty easy.
Armageddon.
Of course as a rule the caster isn't able to utilize the full power of the spell for his or her purposes, so while the spell unleashes a scary lot of power it's not always that benefial for the caster which may be against the spirit of the question.
So I have to agree with campaigner and DL that depending on the situation a lot of spells may be winners.
Armageddon.
Of course as a rule the caster isn't able to utilize the full power of the spell for his or her purposes, so while the spell unleashes a scary lot of power it's not always that benefial for the caster which may be against the spirit of the question.
So I have to agree with campaigner and DL that depending on the situation a lot of spells may be winners.
Given the nature of the poll each spell will have different uses at different times. The variation is so large that it really is almost an impossible question to answer.
I would imagine that Resurrection [at expert level casting] would always be a useful / handy spell to have simply because once you get on a roll with it you can save a lot of your creatures for the end battles making sure you have a strong army. There is almost never a time that the spell wouldn't be at least somewhat useful .... as such it's my pick for most powerful.
I'm not about to start argueing how effective a lucky, empowered meteor shower is combined with the "earth slippers" though .... many times that may just be "gg" right there
I would imagine that Resurrection [at expert level casting] would always be a useful / handy spell to have simply because once you get on a roll with it you can save a lot of your creatures for the end battles making sure you have a strong army. There is almost never a time that the spell wouldn't be at least somewhat useful .... as such it's my pick for most powerful.
I'm not about to start argueing how effective a lucky, empowered meteor shower is combined with the "earth slippers" though .... many times that may just be "gg" right there
As with other versions of the game, I still find myself casting Mass Slow and Mass Haste quite often.
I tend to develop 'Might' heroes, so spells that need a lot of power to be effective are not all that useful to me. What good is one Phoenix?
I tend to develop 'Might' heroes, so spells that need a lot of power to be effective are not all that useful to me. What good is one Phoenix?
Before you criticize someone, first walk a mile in their shoes. If they get mad, you'll be a mile away. And you'll have their shoes.
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I don't want to argue here, but Resurrect has too many flaws, I think: The only factions that really can make use of it is Academy and since of now Fortress, but Ranger and Knight have no Power so that the effect will be somewhat small (considering a decrease in overall health as well), Necro has no use of it at all, while Dungeon and Inferno will get it once a year or so.
It is true that a Light spell has the advantage that it cannot be resisted.
I tend to think that Arcane Armor might be the best spell overall:
1) It cannot be resisted and is difficult to cleanse, obviously.
2) Dun, Aca and Nec, the 3 factions with Summoning, all have good spell power and with a massive 600 + 60*Power it soaks a hell of a lot of damage (albeit only 50% on expert).
3) Fortress can get it with an ability and has double as much probability to get Summoning than the non-light factions have to get Light.
Which leaves of course the 3 others wanting. Still, though.
It is true that a Light spell has the advantage that it cannot be resisted.
I tend to think that Arcane Armor might be the best spell overall:
1) It cannot be resisted and is difficult to cleanse, obviously.
2) Dun, Aca and Nec, the 3 factions with Summoning, all have good spell power and with a massive 600 + 60*Power it soaks a hell of a lot of damage (albeit only 50% on expert).
3) Fortress can get it with an ability and has double as much probability to get Summoning than the non-light factions have to get Light.
Which leaves of course the 3 others wanting. Still, though.
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The problem with Arcane Armor is that it requires you to take damage to start with, which usually isn't a very smart idea. It can be a very good spell - I wouldn't have passed C4M3 on heroic without it and exploiting the AI - but I find other spells better.
I'd say that Puppet Master has good things going for it: you gain one stack, the enemy looses one. Only problem is that it usually doesn't work against necropolis.
Caradoc: you'd be surprised what "one phoenix" can do. It's power increases exponentially with Spell Power. For campaigns, with powerful heroes but armies that doesn't always match, it's probably the best spell.
I'd say that Puppet Master has good things going for it: you gain one stack, the enemy looses one. Only problem is that it usually doesn't work against necropolis.
Caradoc: you'd be surprised what "one phoenix" can do. It's power increases exponentially with Spell Power. For campaigns, with powerful heroes but armies that doesn't always match, it's probably the best spell.
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- Jolly Joker
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Since it's summoning the spell power factions can get it. Damage is 10*power - 15*powerCaradoc wrote:As with other versions of the game, I still find myself casting Mass Slow and Mass Haste quite often.
I tend to develop 'Might' heroes, so spells that need a lot of power to be effective are not all that useful to me. What good is one Phoenix?
Attack is 10 + 2*Level.
Master of Conjuration adds an effective 4 Power. So a hero with spell power 12 and MoC, which isn't unheard of for the 3 mentioned above, will produce a Phoenix with the following stats:
Attack 42 (+ hero attack)
Defense 42 (+ hero defense)
Damage 160-240
Hit Points: 780
Init: 15
Speed 7
It can be Bannished and Wraiths can kill it with their special, but for the rest?
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What do you mean with your first sentence? That you have to take SUMMONING?Gaidal Cain wrote:The problem with Arcane Armor is that it requires you to take damage to start with, which usually isn't a very smart idea. It can be a very good spell - I wouldn't have passed C4M3 on heroic without it and exploiting the AI - but I find other spells better.
I'd say that Puppet Master has good things going for it: you gain one stack, the enemy looses one. Only problem is that it usually doesn't work against necropolis.
Yes, Puppetmaster IS good, but has the problem that it can be resisted (which means wasted spell) it is useless against Necro AND Academy most of the time AND it can be Cleansed at that, so in reality it is a spell that must most of the time be cast against a stack that will act before the opposing hero.
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...adding to the above, do also remember that a summoned phoenix only resembles an independent phoenix on the surface. I'ts far more durable and more powerful.
I'ts like a stack of 3 or more phoenixes in one unit.
It also gets far more powerful as your spell power goes up.
in a town siege, you can use it to block creatures from exiting the gate, and it's durability will allow you to decimate the town's armies with ranged units without them being able to get to you in time.
it's both a decent power unit, and an excellent strategic unit, I've found.
that said, when on the open field, playing against a human instead of the AI, it's almost a waste of a turn to cast it, as the human player will likely either have a way of instantly dispelling it (there are several), or just bypass it entirely in favor of attacking the non-summoned troops.
Vorpal sword attack
harm touch
banish
puppetmaster
frenzy (assuming you catch it while it's still on the opponents side of the field)
I'm sure I'm forgetting something here...
I'ts like a stack of 3 or more phoenixes in one unit.
It also gets far more powerful as your spell power goes up.
in a town siege, you can use it to block creatures from exiting the gate, and it's durability will allow you to decimate the town's armies with ranged units without them being able to get to you in time.
it's both a decent power unit, and an excellent strategic unit, I've found.
that said, when on the open field, playing against a human instead of the AI, it's almost a waste of a turn to cast it, as the human player will likely either have a way of instantly dispelling it (there are several), or just bypass it entirely in favor of attacking the non-summoned troops.
here's the list of quick disposals that I can think of:but for the rest?
Vorpal sword attack
harm touch
banish
puppetmaster
frenzy (assuming you catch it while it's still on the opponents side of the field)
I'm sure I'm forgetting something here...
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Ah but doesnt it lower your stacks HP by 10%?Alamar wrote: I would imagine that Resurrection [at expert level casting] would always be a useful / handy spell to have simply because once you get on a roll with it you can save a lot of your creatures for the end battles making sure you have a strong army. There is almost never a time that the spell wouldn't be at least somewhat useful .... as such it's my pick for most powerful.
The poll might have been better as a favorite spell poll.
Anyway, along those lines, I really like Firewall now. I mean REALLY like it. It's a wee bit too powerful against the AI, I think, and still decently powerful against other players.
Good damage to 3 spaces automatically, and if you cast it on archers or anything else that wants to stay put, they keep taking the heavy damage. Now that you can cast it directly on the enemy, it's one of my favorite spells .
Anyway, along those lines, I really like Firewall now. I mean REALLY like it. It's a wee bit too powerful against the AI, I think, and still decently powerful against other players.
Good damage to 3 spaces automatically, and if you cast it on archers or anything else that wants to stay put, they keep taking the heavy damage. Now that you can cast it directly on the enemy, it's one of my favorite spells .
Yeah, summoning has really turned into battlefield control.
-Firewall keeps things moving along, with very nice damage.
-Fire Trap keeps ground pounders generally out of a 5x5 area.
-Wasp Swarm slows one enemy + a little damage.
-Summoning spells just fill up the board on your side
Now if only heroes could take turns a little bit faster, it'd be REALLY fun .
-Firewall keeps things moving along, with very nice damage.
-Fire Trap keeps ground pounders generally out of a 5x5 area.
-Wasp Swarm slows one enemy + a little damage.
-Summoning spells just fill up the board on your side
Now if only heroes could take turns a little bit faster, it'd be REALLY fun .
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