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Thread: Spells Use Cases: When to use Magic

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    Lightbulb Spells Use Cases: When to use Magic

    The goal of this thread is to gather tactical usage of possible spells, from Heroes or from scrolls. I will try to update this post regularly.
    Since I have spent most of my time playing Haven, and Cleric in particular, most of examples I give are related to this experience.

    Please note that the intent is not to compare a spell with another one to decide which one is better, but just to list possible and interesting uses cases of spells. Also, since each player has his own playing style, I will try to stay general and not consider difference of strategy and tactics between a magic and a might hero.

    Feel free to post your ideas and comments.

    ***

    Sunray
    * This default spell for Clerics is useful to deal light magic damages to an ennemy stack without the fear to kill it with a critical hit in a final last blow.
    * This is useful to hit an ennemy unit with Preemptive Strike or Radiant Armor without suffering damages.
    * Casting this spell instead of another is interesting when you want to save mana.
    * Also, use this spell when you have no other tactical opportunity.

    Arcane Bolt
    * This is the default spell for Necromancers which deals prime magic damages.
    * Its use case is very similar to Sunray.

    Mighty Blow
    * This is the default spell for Death Knights which deals melee might damages.
    * Its use case is very similar to Sunray.

    ***

    Righteouness

    Retribution
    * It is cheap (25 MP) and lasts 2 turns.
    * I like to use this spell on a tank unit like sentinels or praetorians I've sent forward, surounded by several ennemy stacks. Of course, we should make sure our tank unit is able to survive before healing.
    * I consider this spell as an offensive one since it can deals significative cumulative damages to the other side.

    Blindness
    * This spell prevents an ennemy stack to move, attack, retaliate and use any ability. Like Pacification, it is very useful to neutralize a threat for two rounds.
    * Since any damage inflicted to a blinded ennemy cancel this spell (unlike Pacification), the main usage of this spell is to paralize an ennemy stack to focus on other ones.
    * It is better to avoid indirect damage spells on a blinded ennemy stack like Agony which dispell Blindness at the begining of the following round.
    * This spell can be useful to block a choke point with an ennemy unit.
    * This spell can also be used tactically at the beginning of a round to make skipped the turn of an ennemy stack with a low initiative but high enough to be before several powerful stacks of yours, like glories for instance which suffer of a low initiative. By casting Blindness on an ennemy stack at the begining of the round, making your high initiative units wait until the turn of the blinded ennemy stack is skipped, you can have then a whole round to inflict damage on this ennemy stack and even be able to kill it thanks to the power of your whole army.
    * Also, this spell can be used sub-optimally just to allow one of our units to attack an ennemy stack without retaliation.
    * This spell does not prevent indirect damages caused by passive abilities like Radiant Armor or Retribution.
    * Since the duration of this spell equals its cooldown, it is possible to stop an ennemy unit continuously, as long as you have mana do cast this spell.

    ***

    Light

    Sanctuary
    * The first usage of this spell is to protect a weak and/or precious stack of units within a big threat, likely to kill it.
    * The second usage of this spell is to block a choke point. By sending a unit there, you can prevent ennemy's advancement without losing HP, letting you destroy your opponent by attrition and protect your own units.
    * Sending an elite or champion unit forward under Sanctuary protection tends to disorganize the AI. Ennemy's core units tend to move back which can be useful since it will give you more times to kill other units before.
    * This spell prevents being hit indirectly through a zone effect spell.
    * This spell doesn't prevent being hit by a tower during a siege (to be checked)
    * This spell doesn't prevent being hit by the Hrodger's catapult (weekly boss).
    * In order to make this spell lasts the longest possible time, I used to make waiting my stack under protection. This way, sanctuary disapears only at the end of the round.
    * Note that a unit under Sanctuary will not be affected by Rush.
    * There is an exploit using this spell, from Hero and scrolls, and a one-stack army allowing a (patient) player to win most of the battles, including boss fights. By using sanctuary on your only one stack, and thus making it immune to anything, you can attack your opponent with direct Hero's attack like Soul Mark and Sunray.
    * Some battles will ask you to protect an NPC unit on the battlefield. If using this spell is an interesting way to do that, ensure to cast it after the NPC's turn, since the NPC tends to cancel Sanctuary by acting instead of just defending.

    Pacification
    * This spell is useful since it prevents an ennemy stack to attack, to retaliate and to use an ability.
    * This can be used obviously to make a powerful ennemy stack harmless and thus, protecting our units within its range.
    * This can also be used in the battle ending, when we try to heal before giving the final blow to a last ennemy stack. Pacification can be used to make this process easier and safer by avoiding one of our unit to retaliate to an attack and kill this last ennemy stack.
    * This spell doesn't prevent most of the passive abilities like Void Aura or Void-Corrupted Armor.
    * Also, this spell can be used sub-optimally just to allow our units to attack an ennemy stack without retaliation, like a kind of "mass Overwhelm".

    Heal Core & Heal Elite
    * Those spells allow you to heal living or spirit creatures according to the fact they are core or elite ones.
    * Ideally; it is more efficient to heal units only when you have lost more than you can recover. The idea is to prevent waste of MP.
    * Also, it is not often wised to fully heal a unit affected by an ailment like burn or poison since you will need to heal it again. So it is better to wait for the end of such ailment or to remove it before with spells like Purity or Dispel.

    Purity
    * The first usage of this spell is curative. It removes almost any negative effect on one of our stack.
    * Since this spell also provides immunity for two rounds, it can also be used preemptively, before sending our tank unit forward for instance, to prevent it from being disturbed by some negative spells. For instance, it is possible to trick the AI to make several stacks of Tranquility Guardians trying in vain to petrify a same unit with Purity.
    * This spell can be casted on any friendly units, even if they are not affected by a negative effect.
    * This spell can remove many ailments (more than Dispel) but cannot remove some of them like Mind Pierce from drifting faceless (unlike Dispel). However Purity can prevent those if casted before.

    ***

    Defence

    Interdiction
    * This spell can be used tactically to pin down one or several ennemy melee stacks with a bait (and resistant) stack of your own. Once ennemy stack(s) pinned down, you will be able to retreat, reorganize your defense or to fight back with range units without the fear of being attacked for two rounds.
    * Another usage of this spell is to prevent huge stacks of strike and return units like (wild) griffins --- in expert battles for instance --- to hurt you again and again. If you apply this spell on your weakest (and thus most likely to be targetted) stack, griffins which received this interdiction effect, will go back to their initial position --- usually far from you --- and won't attack you for two rounds, which will give you some precious time to prepare your vengeance.
    * The advantage of this spell is it can prevent the threat of several ennemy stacks, unlike Pacification for instance which is more expensive in MP and apply to only one ennemy stack.

    Entrench
    * The main idea of this spell is a trade off between more resistance (+30% or more, depending on our Heroic Support skill) but less initiative for all of our stacks.
    * This spell can be useful when we face a stronger army able to kill more than one (weak) stacks of ours in a single round --- in expert battles for instance.
    * If our army is mainly made of units with a lower initiative than the opponent, the trade off can be very interesting since while we gain more resistance this will not really affect the stacks' order.
    * While Block is useful to protect one tank unit sent forward, Entrench can be used to protect all of our army (especially weak units like archers or priests in the back line) in the range of opponent's high movement and initiative units like griffins.

    ***

    Warfare

    Rouse
    * This spell allows to reset the cooldown of one of our stacks' abilities. It doesn't reset the cooldown of any of our Hero's spell.
    * This spell is not really a top priority at low level when our units have no powerful abilities.
    * Later, when we have better units, this spell can be used tactically to make our archers/marksmen shoot fire arrows or make our cavaliers/sun crusaders charge two consecutive rounds which can be deadly for our opponent.
    * This can turn the tide of a battle by allowing a stack of blazing glories to blinded twice in a row, without waiting four rounds, or a stack of drifting faceless to mind pierce two ennemy stacks in the same round.
    * Used on priests/inquisitors this can be also helpful to heal our units faster, especially in the battle ending.

    Taunt
    * This spell can be considered as a crowd control spell since it can force several ennemy stacks to use up their turns by attacking one of our adjacent stack.
    * Damages caused by ennemy stacks are halved, like Block, and our stack can retaliate, unlike Block.
    * This spell is an interesting tool in a tank unit oriented strategy. It can be combined with other spells like Interdiction, Searing Shield or Retribution.
    * To make this spell works, we need our Hero to have a turn between our tank units stack and the ennemy stack(s) we want to taunt. It may take two rounds to be able to place our units and to cast this spell.
    * Used on one of our high mobility and initiative stacks with unlimited retaliation (like griffins) against ranged ennemy stacks gathered around a same location (like void archers which have weak melee attack), we can maximize the effect of this spell.
    * Since this spell has an immediate effect, it cannot be dispelled by the opponent, which may prove useful in PvP for instance.

    Warlord Command
    * This tactical spell is a must-have whatever hero you are playing.
    * This spell gives a unit an extra turn in the current round allowing it to strike twice so it can prove useful in many situations.
    * The most obvious situation to use this spell is giving your most post powerful unit to strike the opponent twice causing it deadly damages and improving your critical hit chance with this unit (simply by using it more often).
    * This spell can also be used to hop from an ennemy unit to another (and hitting them) in order to reach a distant one in a single round. This is a common tactic in easy siege battles to destroy the firepot launcher in the very first round with powerful flying units like griffins.
    * When a unit is going to be in a dangerous situation after an attack, surrounded by foes for instance, this spell can be used to withdraw this unit in a safer place.
    * In cooperation battles, each player can cast this spell on a same unit, allowing it to act three times within the round (and even five times if we consider using scrolls).
    * From an offensive point of view, it is often better to use this spell on a reinforced unit.

    Reinforcements
    * This spell adds an extra percentage of creatures in one of your stack. All extra creatures remaining at the end of the battle do not stay in your army.
    * This spell can only be used once in a battle.
    * This can be seen both as an offensive and defensive spell since the more creatures a stack contains, the more damages it deals, and extra creatures can be considered as a buffer of expendable creatures protecting your original amount.
    * This spell is often used to protect legendary units like seraphs which cannot be healed by your hero. Non faction units like, drifting faceless for instance, are also a good target of this spell.
    * In cooperation battle, both heroes can reinforce a same unit which could make it really strong of offensive purposes, even if we may prefer casting this spell on two separate units for defensive purposes in order to have two units instead of one which will not need healing for a couple of turns.
    * Note that reinforcing a stack does not revive already dead creatures.
    * There is also a well known exploit by drifting faceless players which used in combination with Mind Pierce and Painful Bond, allow to reinforce your whole army at once, and not only a stack.

    ***

    Offence

    Rush (shout)
    * This spell is mostly useful at the begining of a battle in order to help our offensive units to close the distance and reach ennemy stacks.
    * Rush used in combination with the cavaliers/crusaders' charge ability can deal a lot of damage to our opponent.
    * Rush is highly appreciated among players, however, using it at each round could be useless if most of our units have an ennemy stack within range. If the goal is to reach only one ennemy stack, we should consider using Warlord's Command also.
    * In the case of an army made of strike and return units like glories, rushing as often as possible can be important and even mandatory since it provides a +2 bonus in range which is equivalent to a +4 bonus in movement (forth and back).
    * Using Rush cancels and replaces the effect of Inspired Assault if casted previously in the round by your hero, but Inspired Assault can still be casted by your partner in cooperation battle.

    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.
    * It also increases creature damages inflicted to your ennemy, depending on your Heroic Support.
    * This can be very useful when this allows you to strike ennemy units at the very begning of a battle, when they are unguarded.
    * For instance, your archers and marksmen can be brought at the beginning of the order queue and be able to destroy the ennemy's front line.
    * Low initiative units like glories are unlikely to benefit this spell at the very begining of the battle.
    * You should not use this spell when no opponent is at range.
    * Since it changes the units order queue, this spell can cause some undesirable side effects like activating some units earlier than wanted. So try to think ahead when using this tactical spell.
    * Your hero is not affected by this spell. It means that many units which are used to act after a second or a third hero's turn, can act just after the first one which can be an issue if you need for instance to crowd control before casting Rush and you have an army made of Glories.
    * If your army is made of high initiative units like imperial griffins, this spell may not be useful if damages increase is not what you wanted to.
    * Using Inspired Assault cancels and replaces the effect of Rush if casted previously in the round by your hero, but Rush can still be casted by your partner in cooperation battle.

    Overwhelm
    * This spell allows to strike ennemy units without fearing retaliation from them. It lasts two turns.
    * Since the healing process can be quite expensive in mana and in turns, used wisely, this spell can save you both of them.
    * It can be seen as an attack helper more than a defensive spell.
    * This is obviously useful on your melee units since retaliation does not apply to range units.
    * If you have a powerful melee unit but put aside because of high retaliation damages from ennemy units (eg. in the late stages of the main story), this spell can put it back into the battle.
    * This spell combines quite well with Warlord Command which allows a unit to strike twice (at least) in the same round.
    * Note that attacking with this spell does not use up target's retaliation. If you plan to attack such a target with other melee units as well, you should keep that in mind.
    * This spell can be useful for a mind pierced unit since it prevents her to get damage and go back to opponent's side after the first strike.

    ***

    Prime

    Soul Mark
    * Like Sunray, the basic usage of this spell is to deal magic damage to a target. In most of PvE situations, Soul Mark deals more damage than Sunray because most ennemies have no specifc resistance against Prime magic, unlike Light magic where several ennemy units, especially in chapter 4, have an increased resistance against Light magic.
    * 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 rounds, 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.
    * This spell works not only on creatures, but also on destroyable objects like cages, totems or stones.

    Slow
    * This is a crowd control spell which applies to several ennemy units within a one-tile radius area.
    * It reduces by 2 tiles the movement range of targeted units, and by 3 their initiative for two rounds.
    * This spell is fully useful against fast and powerful melee units you want to keep at bay, while you are killing range and flying units.
    * If you are lucky with the starting setup of the ennemy, it is possible to split his army in two making it easier to handle by slowing farthest units .
    * This spell can also be used suboptimally just to push back ennemy units in the order queue so as to make your own units acting before them.
    * This spell does not stack with another Slow (from your partner in cooperation battle for instance). However, it can stack with other spells like Nightshroud.
    * Since the duration of this spell equals its cooldown, it is possible to slow an ennemy unit continuously, as long as you have mana do cast this spell.

    Dispel Magic
    * This spell allows to remove most of the effects from several stacks at once, within a one-tile radius area.
    * Unlike Purity, this spell can apply both on our units and on ennemy's ones.
    * Also, this spell can not only remove negative effects, but also positive ones.
    * So we have to be cautious before targeting the units which are going to be affected by this spell.
    * This spell is the only way to retrieve a unit of ours under the drifting faceless' Mind Pierce --- before the regular end of Mind Pierce of course.
    * This spell is useful to remove some passive abilities on ennemy stacks, like Preemptive Strike. However, some others, like Radiant Armor, can not be dispelled.

    Feeble Mind
    * This is a crowd control spell which prevents an ennemy stack to use its abilities for two rounds.
    * Although this spell does not prevent an ennemy unit from attacking, preventing abilities could be enough if you are out of range of its normal melee attack but in range of its ranged abilities.
    * For instance, this can be useful against Black Fang Bandits (Poisonous Shot), Stone Priestesses (Falling Stones), Tranquility Guardians (Petrification), Drifting Faceless (Mind Pierce), Forest Witches (Draining Nova), etc.
    * This spell can be also useful to prevent ennemy healers to heal, which can make you win faster.
    * If you want to save your other crowd control spells for more important tasks, or if all of your crowd control spells are cooling down, this spell can be a last resort.
    * This spell does not prevent passive abilities like Radiant Armor or Preemptive Strike.

    ***

    Darkness

    Torpor
    * This spell is very similar in its effects as Blindness for clerics so we can refer to it for uses cases.
    * Be careful however since its cooldown is 4 rounds unlike Blindness which is only 2 rounds, so you cannot continuously stop an ennemy unit with this spell.

    Nightshroud
    * This spell can be considered like a mass slow since it reduces for two rounds the movement range of all enemy units by 2. However, this spell does not affect their initiative, unlike Slow.
    * This spell can also change randomly enemy units' orientation. Like that, it is often easier for your units to flank or backstab.
    * This spell is mostly efficient at the begining of a battle, when ennemy units can not reach you yet, since it buys you precious time to kill them with range units.
    * This spell can stack with Slow.
    * This spell cannot stack with another Nightshroud in cooperation battle. However it can stack with the Black Fang Deceivers' Nightshroud spell, if mind pierced of course.
    * In some situations, we should avoid using this spell if the ennemy's army is far and out of range of all our units.

    ***

    Necromancy

    Reanimate Core & Reanimate Elite
    * Those spells allow you to heal undead creatures according to the fact they are core or elite ones.
    * Those spells are very similar to Heal Core and Heal Elite for clerics so we can refer to it for uses cases.

    Life Drain
    * This spell allows one of your hurted units to heal itself by hitting opponents units for a duration of 3 rounds.
    * Healing depends on damages inflicted (mostly your Might statistic), and your Heroic Support.
    * Unlike Reanimate or Heal spells, this spell can apply to any kind of friendly creatures, not only living or undead.
    * Also, there is no restriction from which kind of creature life is stolen. You can attack any ennemy stack to heal.
    * There is no healing during retaliation.
    * This spell can be a way to counter or mitigate the effect of Preemptive Strike put on an ennemy stack since you take damage before hitting, and this way, hitting can restore all or a part of lost creatures from your stack.

    to be continued...
    Last edited by PainAuxRaisins; 31.01.16 at 17:16. Reason: Added Feeble Mind

  2. #2

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    Retribution is waste of point , first there is scroll of mass retribution , second you will realy fast stop using tank units and start using simply dmg units (in pve as haven player for example glories)
    heal and heal elite: yes you dont want waste MP , but in later game you dont want to lose any troop , so you will learn that healing stack to max is simply better , of course Im not talking about healing 1 unit in 1st round , but for example healing 10 elite units in round 2 isnt waste
    Last edited by SWATik; 10.12.14 at 09:35.

  3. #3

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    Retribution is quite useless as ability.
    I can't think of a fight where you would actually need it and something else wouldn't be better.

  4. #4

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    You dislike retribution (for instance), and you could be right.
    However, the purpose of this topic is to give possible use cases of spells, not to compare spells between each other.

    I've added an entry on "Interdiction".
    Last edited by PainAuxRaisins; 12.12.14 at 15:36.

  5. #5

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    Interdiction comboes well with taunt too. If you can get a good placement (vamp lord switch) and get interdiction+ taunt on it, you destroy their whole line.

    Haven't tried it though coz I don't have taunt scrolls ^^,

  6. #6

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    That's right. I should give it a try.
    Thanks ^^

  7. #7

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    I've added an entry on Pacification.

  8. #8

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    I've added an entry on Rousing.

  9. #9

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    I've added an entry on Rush.

  10. #10

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    hmmm
    Last edited by SWATik; 21.12.14 at 21:16.

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