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Wizard faction topic


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AuthorWizard faction topic
Do you know how Sorcery works ? It is not only +xx % casting speed, but after each spell (except mass spells) hero will have his turn +xx% faster, so he moves forward by ATB-scale.

You are wrong.

4 x 3x43 = 516 damage in one turn (and all magi did damage in 1 turn).

That's damage not for 1 turn, but for 3 full turns. Magi rarely live more than 1. Damage for 1 turn is 4*43=172.
333: wooden sword (1 ap) + defender shield (3 ap) + wizard cap (2 ap) + cape of spirits (2 ap) = 8 ap

Instead of master hunter boots you should use +initiative miniart on magi. In min ap battle it should help.


334: Little better tactics with these types of battles, where archers are in corner behind other shooters, is good tactics dont touch units around archer and kill this archer unit with spells. Then fly on his place. Other units (mostly shooter) who were around archer unit will be blocked by gargs (so no shoots only melee attacks) and gargs can kill them slowly on retals. Wizard can easy kill other units (efk, uni, sprites) with spells, because they cannot attack you.

Example: https://www.lordswm.com/warlog.php?lt=-1&warid=17174392
341: Oh yes, my bad math with magi, but still others thing are true.
hi

why genies have the ability to cast random "Dark Spells"?! in the real game, they have the ability to cast both random dark spells and random light spells. plz correct it.
Genies can cast only Darnkess spells ,Senior Genies can cast dark and light magic spells
Hi

Such as in HOMM 5, upgraded genies have both dark and holy, not the "basic" genies (not upgraded).
@334
Erbes.. yes maybe might is cool but.. the one you defeated was a very easy kill. look at his stats - the weakest i've ever seen on this level, i think he was naked when you ambushed him ;D cool choice of talents by the way

@344
this isnt HOMM.. its just inspired by it. this game is even better ;)
you cant accuse this game for being not exaclty like homm5..

@valgard i think you are all wrong about sorcery .. basic sorcery upgrades your heros initiative from 10 to 11 after he casts his first spell... and that remains. it stays at 11, no matter how many spells you cast

-- otherwise with expert sorcery, after 10 turns the hero initiative would be 1,3*1,3*1,3*1,3*1,3*1,3*1,3*1,3*1,3*1,3 = 138 XDDDDDD LOL

but anyway.. the more people think tactics like you, the more wins i will get vs all of them :) i am a lvl 9 wizard by the way.. i will add it to my description.
the 138 initiative hero would be so cool even without mana and lets say 20 normal attack damage he can do almost 300 damage in the same time in that a normal hero can perform one attack :)
@ 339 (Erebes)

Sorry, but that thief battle:

https://www.lordswm.com/warlog.php?warid=486436201&lt=-1

proved nothing. The elf you fought is in min arts while you are wearing a full arts set or at least tons more of ap.

Compare 18 attack with 8 attack.
347: Wurmtog, if you have lvl 9 wizard, you shoul know, how sorcery works ...

Sorcery - after casting a spell (except mass spells), hero gains his or her turn (10 or 20 or 30)% faster.

This is official description of sorcery talents. I didnt say, that sorcery works like 1,3*1,3*1,3* ... If you can read, that description is clear - hero gain his turn (not turns) xx% faster. Initiative of hero is unchanged by this talent. Hero only moves forward on ATB-scale by xx%. It is similar like Fervor talent for knight (check description), when hero use this talent on any unit, this unit will move forward on ATB-scale. Initiative for this unit is still the same.

Here is link on my last combat, where i have advanced sorcery talent. You can see my hero moving forward after casting spell and my initiative is the same for whole fight.
https://www.lordswm.com/warlog.php?lt=-1&warid=18470453

And here is link, where is me and another wizard on hunt. I had advanced sorcery, second wizard was without sorcery. You can see, that i had my moves more often and "jumping" in ATB-scale too without any change on initiative.
https://www.lordswm.com/warlog.php?lt=-1&warid=18429617


So sorry Wurmtog, but your words are "empty" for me. I hope, that more people in pvp will play with "my" tactics, because then group battles will be better. You can check my combat log on lvl 10 (because on lvl 11 i have not played group battles or duel yet) and you can see, how effective is my tactics. Unfortunately i had only one duel with elf as wizard and with full arts, so i cant post here many links with duel. Almost no one is playing duel on highier levels, because duels are strange and everything can happens. But group battles are still good example how effective is wizard with sorcery.
hi there.
i've changed to wizard from knight and have been playing a hard time.
since i have very low faction skill level,
i do have a lot of problems in pvp, gb and even hunt. even rogues can get me easily. i have to face all difficulties in general.
i'd like to ask how i can cope with the wizard path.

also, i want to go TG and boost my wizard fsp at the same time i ambush, but i am afraid of losing ambush even with full arts. what talents should i choose for TG?
oh my god your so picky it doesnt matter if he has 10 initiative and moves forward by 10% or he has 11 initiative.. its the same result.

anyway all i can say to you that before you post tactics you should learn some.. : D .. but ok i don't care anymore. you will never change your mind because you are always right :)=
[Player banned by moderator Kotrin until 2010-01-15 13:50:17 // Keep it civil please. Warning.]
#351

I would start with miniarts. Go to Golem Found and equip miniArts on your units.

Next thing that having 5 Knowledge is too high for you, probably you will die first before casting out all your mana. Set knowledge at max 4 (or 3) rest in SP.

Also for long battles (with slow units) choose mana recovery.
it doesnt matter if he has 10 initiative and moves forward by 10% or he has 11 initiative.. its the same result.

Are you sure of that?

If u use Sorcerer sandals and get 10% to initiative, then it is better to move 30% on the ATB-scale rather than having 30% more initiative?
it is better to move 30% on the ATB-scale rather than having 30% more initiative

It is totally the same.
#351

Hi

Well, it's rather hard; I've recently turned to necro; it seems that assisting even on easy hunts is pointless; without high faction skill lvl, I (and more likely you) don't deal enough dmg to get decent faction points (something like 0.01 or 0.02 >.<).

I would advise you to just do easy hunts by your own (no assist), and easy merc quests for now on.

This way, you will save a good amount of gold, that will be needed to buy a costly full magical set. Think that in min AP, you won't stand a chance in PvP; sets boosts mainly defense, that you need to survive longer, and that is almost useless to your opponents, since you will neglect it with your spells.
It is totally the same.

with Sorcerer sandals you get 11 ini.
If 30% more ini, it is 30% from the basic 10 ini and you will end up having 14 ini.
The 30% jump on the ATB-scale is calculated from the 11 ini so will give you a bit more than what 30% ini would give.
Is this completly wrong?
For Elbuster,

I think Slust and Gandalf have given you good advice. :)

1. Equip mini-arts from golem foundry and go defence.
2. Change skill points to 3 knowledge and max spell power.
3. Do easy mercenary guild quests to build FSP.
4. Choose arts for defence or spell power.

Good luck..:)
351: elbuster, try to do as many PvP fight (especially 3 vs 3) as you can (better in full arts). For pvp is racial less important than for pve and you will get more sp. You can do caravans too. Yes of course, you will not win, but still you can get any racial. I changed to wizard on lvl 10, so i know that it is hard, but doable. You only need patiente nad time.


352: Wurmtog, this is my end for discussion with you. I posted arguments and links. People can made their own decision what is correct. Maybe for few of them it will be usefull. I will play my own style and everyone can play his own style too.
with Sorcerer sandals you get 11 ini.
If 30% more ini, it is 30% from the basic 10 ini and you will end up having 14 ini.
The 30% jump on the ATB-scale is calculated from the 11 ini so will give you a bit more than what 30% ini would give.
Is this completly wrong?


Oh, sorry. I misunderstood you. Yes, if your hero's base ini is higher than 10 (using sorcerer sandals or mh rings of dexterity) then Sorcery talent will give a little better boost.

But the difference is quite small, actually.
This topic is long since last update and considered obsolete for further discussions.
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