Might & Magic Heroes VII

Might & Magic Heroes VII

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Mig1985 Oct 9, 2015 @ 1:40am
Academy Metamagic
Metamagic seems to be an intresting gameplay method. But im not sure how its working.
I think the Metamagic is reset after every fight
You recieve 1 Metamagic each round
There is no possibility to gain Metamagic faster
So the Metamagic mechanic only becomes intresting when the fight lasts 5+ rounds.

Can anyone confirm that?
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Showing 1-6 of 6 comments
Heart Oct 9, 2015 @ 1:53am 
Metamagic is certainly a more long fight strategy but that scaling can become insane, if you manage to link this up with the Prime grand master ability Clarity you can get the train rolling really quick with some crazy damage spells.
You also gain an additional point of Metamagic for every spell you cast with your hero, if you have the "Arcane Catalyst" ability learned. In addition, if you have a Small Pyramid warmachine on the field, the "Arcane Channeling" ability will also provide an additional point of Metamagic for its FIRST attack of the round (so if it attacks triple, you will still only gain one point).

What I like to do is to cast cheaper, area of effect buffs in the first 1-2 rounds and then go full blast with damage spells.
mreed2 Oct 9, 2015 @ 4:16am 
But to answer the OPs implied question: Yeah, it is supposed to reset each combat. But, neverthelss, it makes a big difference very quickly if you focus on taking the skills.
Evalis Oct 9, 2015 @ 6:12am 
I like the concept. The posibility of all my guys getting +10defense/init and +20 magic is very apealing. The final ability is pretty lackluster however. Typically it isn't even going to be worth the 10% damage boost you can achieve, and 10% is already quite sad when compared to an extra spell cast, auto crits, double attacks, and a great deal of other mastery level abilities.

I think it would have been better to keep this as the double cast that prime has, or perhaps just to swap them. I would prefer extra mana each combat to a small boost to damage spells only.
Hermes Oct 9, 2015 @ 6:28am 
I love the idea of Academy wizards hiding behind their constructs and djinns while performing rituals to increase their spell power and unleash something terrible :D
mreed2 Oct 9, 2015 @ 9:02am 
Originally posted by Evalis:
I like the concept. The posibility of all my guys getting +10defense/init and +20 magic is very apealing. The final ability is pretty lackluster however. Typically it isn't even going to be worth the 10% damage boost you can achieve, and 10% is already quite sad when compared to an extra spell cast, auto crits, double attacks, and a great deal of other mastery level abilities.

I think it would have been better to keep this as the double cast that prime has, or perhaps just to swap them. I would prefer extra mana each combat to a small boost to damage spells only.

Thinking about it, and just having finished the Wizard campaign, I would vote for making the top level skill for metamagic "Can cast /any/ two spells in a turn, the second at -30 to magic, if metamagic = 10". The extra -30 is to cancel out the +10 you get from metamagic. The prime GM ability should be left alone, IMO.
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Date Posted: Oct 9, 2015 @ 1:40am
Posts: 6