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Thread: Weak magic in Might & Magic Heroes VI Beta

  1. #1
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    Sep 2011
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    Weak magic in Might & Magic Heroes VI Beta

    I am working on the Sanctuary campaign and it could be that I have just not had that much experience on the magic side yet, but it looks lackluster. Even through taking a trait (earned from dynasty coins) which adds to the magic damage as of the beginning. I have noticed somewhat similar to blizzard (casts on a 4x4 area) will not cast terrain objects. This seems VERY limiting when comparing to ight based heroes. Anyone over her have any suggestion or thoughts about this?

  2. #2
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    Re: Weak magic in Might & Magic Heroes VI Beta

    My suggestion to you is to damage is mediocre at best and then the enemy will possibly move their units apart from the aoe. I found the holy as well as air to be the best.

  3. #3
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    Re: Weak magic in Might & Magic Heroes VI Beta

    If you really want the elevated damage then you can go to with the fire as well as implosion. You are having the Blizzard that can give the chilled effect. What I think is that if we chill someone then that will reduce the movement by 2 and not 1. Meditation also seems blast. Water magic is dreary even through the dynasty wand within the Oriential campaign. Just useful side-effect is water rooting part. In short I can say that the as the Magic user, oriential campaign, sword icon "nuke" will accomplish additional damage as compared to your icebolt through the dynasty wand.

  4. #4
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    Re: Weak magic in Might & Magic Heroes VI Beta

    It might be showing as obvious but magic just doesn't looks as it has many varieties. Let me explain this that, you may have a mess of impacts based skills but you would be able to enlighten your courageous person and need aloof buffs for your armed force fine they have got that, would like to buff may unyieldingness and barrier same 3 of every, just put you would be able to run over to get authority and fortune rewards which for inferno is essentially significant to gas up their gating. Magic has 21 spaces utilized to buff enchanting capacity or protection. Having capacity buffs for every unit is preposterous. Conceivably I actually don't comprehend the designer aimed construct for an enchanting victor. I could recommend keeping prime similar to the intro may set with the essential buffs that impact all spells paying little respect to sort and attempting to construct in additional inventive impacts into every component.

  5. #5
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    Re: Weak magic in Might & Magic Heroes VI Beta

    When I make magic there are a ton of force capabilities that I need notwithstanding, development helps, exp, guard buffs and whatnot. I mean chain lightning is terrific and all but I get to utilize that once a turn and my armed force I utilize a part more. There quite aren't any enchanting unquestionable requirements and I surmise that makes it appear a small same to me. Each and every class has blood class harm spells and tears buffs and summon contrasted with the wacky stuff you would be able to do with power there's no comparison.

  6. #6
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    Re: Weak magic in Might & Magic Heroes VI Beta

    I that there is such a variety of (there would be able to be a bit less but not much) skill which buff mystery capacity is to make you decide on a mystery tree or several and not a lot of people. That is you represent a respectable level of expertise in breeze and water enchanting while plunging into prime to move toward getting med and +magic capacity from there. Takes 12 indicates get your mystery (capacity up with those 2 trees provided that I am running the numbers right in my head). TBH I think it might as well be day 8-10 but anything less than that and we get into the enchanting all sort heroes.

  7. #7
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    Re: Weak magic in Might & Magic Heroes VI Beta

    Not to be nostalgic but within the earlier versions of the game it was probable to go harshly for magic based skill sets and still make a winning build, here I don't see that as possible.

  8. #8
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    Jun 2009
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    Re: Weak magic in Might & Magic Heroes VI Beta

    Unless you are on snappiest leveling, you unequivocally could not stay abreast of a strength brave person who unequivocally takes one or several recuperating spells and a buff and the +30 from prime to counterbalance his principle inconvenience. Also, armed forces develop MUCH snappier than spell intensity does, and the spells themselves are not exceptional enough on easy tiers and go in too late on high tiers to be considerable. It is true that all are absolutely tidy and dandy, but at lvl 15? I have lost at lvl 10 even now to the overwhelming could champion armed force.

  9. #9
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    Re: Weak magic in Might & Magic Heroes VI Beta

    There is one alternative that could have element boosts just accessible to battlefield kind. Fire users liked his volcano homeland.

  10. #10
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    Re: Weak magic in Might & Magic Heroes VI Beta

    My proposal to you is to make elevated tier spells more moving in any game as x1.75-x2 or the past tier). Ex. when going from single target (1x1 square) dmg spell to 3x3 square AOE dmg spell, keep the harm esteem and actually build the territory of impact. The spells is equalized by the mana expense and chill off anyway. No explanation to gimp the damage/square besides.

  11. #11
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    Re: Weak magic in Might & Magic Heroes VI Beta

    I is possible to have a lot of effects based abilities but you could illuminate your gutsy individual and require standoffish buffs for your equipped compel fine they have got that, could such as to buff could steadfastness and hindrance same 3 of each, unequivocally put you could run over to get power and fortune remunerates which for inferno is basically noteworthy to gas up their gating.

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