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Thread: Spells Use Cases: When to use Magic

  1. #11

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    I've added an entry on Blindness

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    I've added an entry on Purity on the first page.

  3. #13

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    I've added an entry on Soul Mark on the first page.

  4. #14

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    SRSLY ?
    Soul Mark
    * Like Sunray, the basic usage of this spell is to deal magic damage to a target
    - no. point of marking is reduce resist , not deal dmg , if this spell have 0 dmg and 50% resist down on target I will be using it even more times than now .
    Last edited by SWATik; 05.01.15 at 20:15.

  5. #15

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    Well... I think we are not playing the same game. Soul Mark deals damage of course.


    Soul Mark
    * However, the most interesting feature of Soul Mark is its ability to reduce an ennemy stack's resistance by 25% (or more depending of your Magic skill) for every type of damage. And more interestingly, this spell's effect can stack. Meaning that in a couple of turns, a difficult to kill target can become as breakable as glass. Because of this stacking ability, once we have casted Soul Mark on a target, this is better to focus the next casts of Soul Mark on this same target instead of chosing another target and thus resetting Soul Mark's effect.
    Last edited by PainAuxRaisins; 05.01.15 at 20:28.

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    I've added an entry on Taunt on the first page.

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    I've added an entry on Entrench on the first page.

  8. #18

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    I've added an entry on Inspired Assault and update Sunray.
    Last edited by PainAuxRaisins; 19.12.15 at 13:34.

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  10. #20

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    Quote Originally Posted by PainAuxRaisins View Post
    Inspired Assault
    * This spell adds +3 Initiative to all allied units which can be useful when you need some of your units to strike before opponent's ones.
    * You should not use this spell when no opponent is at range.
    * If your army is made of high initiative units like imperial griffins, this spell may not be useful.
    * Using Inspired Assault prevents the usage of Rush in the same round.


    Besides +3 initiative, it provides an increase of damage, depending on Heroic Support. So, it is always good, even for high initiative units (like imperial griffins).

    As with all Shouts, you can use as many shouts as you want in same round, but only one shout can be active from each hero:
    Using Rush does not prevent to use Inspired Assault in same round, you can use rush to move far a few units then Inspired Assault to deal more damage with other units (but this is not the best usage).

    Also in coop battles an hero can use a shout and the other hero use another shout, and both will be active at once. Usual case with coop battles could be:
    Round 1: Hero A cast Rush, hero B cast Inspired Assault.
    Round 2: Hero A cast Inspired Assault, hero B cast Rush.
    Round 3: Hero A cast Rush, hero B cast Inspired Assault.
    ...

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