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Now that ties up a lot of skills but would it be an effective counter to Dark Magic? Not only talking in campains, but all aspects.
Might over Magic is a decent general magic counter, but usually of limited use against dark magic users since spellpower mainly influences durations and wether Mass Slow lasts 20 turns or 17 doesn t really matter unless you re facing someone trying to pull it of with low spellpower Haven especially or got your hands on some spellpower artifacts. Might over Magic is a decent general magic counter, but usually of limited use against dark magic users since spellpower mainly influences durations and wether Mass Slow lasts 20 turns or 17 doesn t really matter unless you re facing someone trying to pull it of with low spellpower Haven especially or got your hands on some spellpower artifacts.
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Dark magic frenzy voodoo
Ok it has been said that one of Strongholds biggests weaknesses is Dark Magic. Especially Frenzy and Puppet Master. I want some opinons on the counters I have devised and how effective they might be.
First of course is the Expert Shatter Dark, with all three initial perks. Now if I am not mistaken, that means that spellpower is considered 1/2 for the spell, and also that it takes 25% longer for the enemy hero to cast the next spell. What is the third perk of that? Can't remember.
Of course there is Might over magic, which will reduce their spellpower to equal your own. (Then of course they 1/2 that do to the shatter dark bit, and it is only considered cast at what skill (again don't remember exactly).
Now we know for ultimate the following would hurt, but I would also go Ballista>Tripple Balista and Tent (which can heal frenzy and PM if I am not mistaken).
Then your choice for goblins would be the Goblin Shaman who will defile magic on the hero not the creatures. Depending this can backfire, but it has a chance of reducing spellpower 1/2 extra or preventing it altogether (and since they try to cast takes them 25% extra to cast again).
Now if Distract is cummulative, that means that Expert Shout and Distract would be helpful also. Pretty much meaning that even with masteries they cast as if they did not have masteries. Any other spells (like frenzy and pm) would take them even longer to cast after. Even having sorcery themselves would not help that much.
Next is Luck > Magic Resistance >Barbarians Luck. Chance to ignore it alltogether. Even IF it overcomes that it still should not last very long.
Now that ties up a lot of skills but would it be an effective counter to Dark Magic? Not only talking in campains, but all aspects.
Edited by Nirual at 07:42, 13 Nov 2007.Shatter Dark is pretty essential if there is any chance of the enemy going dark (vs Necropolis, Inferno especially, or also Academy and Haven), although it won't fully prevent your army from suffering Mass curses. However, the reduced duration and effect can help, especially if the enemy spellpower isn't too high, and both Frenzy and PM suffer significantly from being dropped below Master level; Frenzy only lasts one turn instead of 2, PM can't be cast on tier 7.
Might over Magic is a decent general magic counter, but usually of limited use against dark magic users since spellpower mainly influences durations (and wether Mass Slow lasts 20 turns or 17 doesn't really matter) unless you're facing someone trying to pull it of with low spellpower (Haven especially) or got your hands on some spellpower artifacts.
Distract would help, but Shout is hard to come by.
So lets say might over magic makes it a base 18 (instead of 20), and corrupt makes that a 9. The last perk would make that a 7 (which true wouldn't matter in the long run). However, their turn would come only 25% faster instead of 50% faster at least . And goblin shammies are only really great in really really large numbers. I don't know if soldiers luck really helps with it or not . As for the Basic Shout (et all) yeah they are really hard to get. At least your shammies can counter slow on one of your creatures a couple times. Though other things like mass confusion/curse/ect they just sit there looking silly.
Edited by Homer171 at 08:02, 13 Nov 2007.Expert shatter dark will protect cyclops from PM but not from frenzy so the first thing to do is to send the cyclops in the middle of enemy troops.
There is no way to effectively protect the executioners though. Given the power of this creature it can really hurt if they become subject to PM or frenzy.
Quote: Thanks for the info but i knew it couldn't be cast on the goblins, the puppet master says 1 target at a time so it's obvious. (by the way i didn't know about the animation )
The scariest thing we both experienced together was his grandma's room. She always told us never to go in there, which was fair given the circumstances. One night, right before I was about to go home, we walked by her room and heard her talking to something. Being dumb 10 year olds we decided to peek through the crack in her door. We saw this old doll in a nice little pink dress TAKING TO HER, like with its mouth moving and everything. His grandma and the DOLL were talking about something, I couldn't understand cause it was in Haitian Creole, but man that was pretty shocking to see. After that I never went back to his house at night.
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