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Thread: Heroes 5 Strategy: Playing Haven Faction | This thread is pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT» |
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roy-algriffin
Supreme Hero
Chocolate ice cream zealot
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posted August 16, 2007 09:08 PM |
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Quote:
i also had the luck of getting klaus on day 1
should i stick with vittorio or build up klaus to be main?
klaus is usually a good option if youve gotten to the point where you can start making priests into paladins.
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
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Homer171
Promising
Supreme Hero
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posted August 16, 2007 09:52 PM |
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Quote: i played with vittorio on subturanean treasures against a friend on hotseat (normal difficulty), and i was amazed at how fast i was able togain all the mines
Nothing can stop him there except the random lv6 guarding 3 arties but that's all.
Quote: was able to build something every turn, and once i got the second castle i was able to DOUBLE build every turn
In my first game i had bit gold\ore resource problems but second game went a lot smoother. Town Lv12 is enough for second town and main whit Lv15 at first. Only upgrading in main town etc. Building a boat is so worth it! No more wood problems after that (considering you are the first in the sea)
Quote: eventually i started to run low on ore, but everything else is still high 20s or 30s
Marketplace
Quote: should i stick with vittorio or build up klaus to be main?
I dunno I would stick whit Vittorio when he is the one who will do all the dirty work anyway
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Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted August 16, 2007 10:04 PM |
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Quote: Nothing can stop him there except the random lv6 guarding 3 arties but that's all.
He's not as strong as deleb, but still packs a punch. Like sdfx says.. if he ain't banned, he's definitely the way to go.. I don't think secondary wizard will be a great asset, though. Wizzies rely on artificer and HUGE spellpool to become godly, and with haven, they have neither the arties, nor their beloved summoning magic. So they are just wimpies with more mana and sp. which seems pretty irrevelant since dark and light are mass-spell based anyway, and the mana is artifact-based anyway.
Quote: Building a boat is so worth it! No more wood problems after that (considering you are the first in the sea)
Totally true, there is a lot of free stuff at sea, and you can always trade the extra wood for precious resources.
Quote: I dunno I would stick whit Vittorio when he is the one who will do all the dirty work anyway
with one hero and a faction that has to turtle a bit and wait for endgame to become really STRONG you may find it difficult to stop raiders, especially warlocks.. It's a beginner's mistake, you get one hero, build an army, start a crusade.. and can't leave the castle since sneaky secondaries snatch it right after you leave - and it's too late to get a secondary of your own.. Unless you are the rusher/raider yourself, that is, in that case one strong rusher is wroth more than a hundred weaklings IMO..
The weaklings are still good to steal mines, though..
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Homer171
Promising
Supreme Hero
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posted August 16, 2007 11:39 PM |
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Quote: with one hero and a faction that has to turtle a bit and wait for endgame to become really STRONG you may find it difficult to stop raiders, especially warlocks.
I'm all for the one 'big guy' i admit it (old habit i guess) but there difference in Battle of Sexes for instance it needs multiple 'active' heroes but Vittorio in Sub. Treasures is my only fighter hero only scouts. Warlocks raids would hurt no doubt but even they can't compete whit Haven in closed 2 town map.
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Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.
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d_p91
Hired Hero
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posted August 17, 2007 05:34 AM |
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any battle strategies that anyone has found to be effective? (ex. teleport assault marskmen near the opponents best creature)
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted August 17, 2007 10:10 AM |
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Quote: Warlocks raids would hurt no doubt but even they can't compete whit Haven in closed 2 town map.
depends how fast they attack. ;P
d_p91, you may try predicting where the enemy walker will stand after his turn ends and battlediving there, it was an excelent method of creeping before the patch, but now, with morale, you may find your gryphs diving too early, killing nothing and getting slaughtered in return..
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sdfx
Famous Hero
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posted August 17, 2007 05:20 PM |
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Quote: So they are just wimpies with more mana and sp. which seems pretty irrevelant since dark and light are mass-spell based anyway, and the mana is artifact-based anyway.
The main reason why it's good to use a wizard in haven is because haven guild lvl 4 means 100% chance of getting MotW + Frenzy or Blind. 50% chance for a puppet is nice too.
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d_p91
Hired Hero
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posted August 17, 2007 11:19 PM |
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sorry for the noob question but.. what does motw mean?
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Deathy
Known Hero
Angels Galore
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posted August 17, 2007 11:36 PM |
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Mark of the Wizard, skill used by Wizard heroes.
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d_p91
Hired Hero
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posted August 18, 2007 02:17 AM |
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ah i see... mark of the wizard works with dark magic too? or just direct damage spells??
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dschingi
Famous Hero
the guy with the dragon golem
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posted August 18, 2007 02:21 AM |
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It works with almost every spell that can be cast on a single target. Exceptions are Teleport, mass and area spells etc.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 18, 2007 08:52 AM |
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It doubles effectiveness so it's like it casts a double spell. If you use it on a marked enemy he will get a double curse(...) or destructive spell(mmm) and if cast on another target then both are hit by a spell. It also works like that with buffs and raising spells.
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havenlover
Adventuring Hero
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posted August 21, 2007 09:58 AM |
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this is how I generally consider haven:
best hero: vittorio, by a lot now that you can't train infinite troops. war machines is HUGE in creeping with a might faction. other good hero's are dougal and klaus.
general opening strategy(skill level: hard): buy both other heros, build blacksmith if u need to, buy the war machines, dump all the troops onto vittorio takeout the wood/ore mines hopefully on day 1. then use 1 extra hero to squire and the other extra hero to bring in reinforcements. also possible to scout some.
generally race to capital/castle with squire/marksmen as troops.
skill choke on ur selections. dont take ANY other major skill unless its light magic(too important to not take if u get chance) until u've loaded up on war machines. all the war machines are good, and u can be expert war machines w/ first aid, balista, and triple ballista pre level 10 often. this makes you a vastly better creeper, and puts u in the best possible rush and anti-rush position. note that you need retaliation strike for triple ballista. also taking expert trainer is fine because its attached to retribution.
the other skills(that aren't war machines) in order of how much I desire them:
1)light magic
2)leadership
3)attack
4)luck
5)everything else, I guess some people like logistics. also possible some ppl take defense, but defense isnt so hot because you can't pull off retribution w/o leadership+attack.
feel free to choke here too if ur chasing down for example expert leadership+retribution+expert attack which makes your paladins demonic(this is also why luck is not quite as important for me).
general order of abilities:
1)master of blessings: mass cleansing, and its the prerequisite for guardian angel.
2)divine guidance: great for leapfrogging especially w/ ur marksman. can be huge because marksman can do so much damage if they can just go soon enough.
2)retribution:huge chance of leadership(15%) makes retribution awesome.
3)archery
4)gets hazier after here because you have no idea what level you might be by this point. other good abilities are tactics, aura of swiftness, master of wrath, master of abjuration(not as good as wrath), refined mana, magic resistance.
this should lead to a very reliable haven faction that is as good as it can be early, and of course can still pummel ppl late in the game.
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sdfx
Famous Hero
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posted August 21, 2007 11:35 AM |
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No enlightenment = bad might stats = bad knight
No defense may be bad too. For example vs sylvan emeralds will attack paladins with a chance for luck and favored. With expert defense 30% less paladins is killed, they retaliate and kill 30% more troops than they would without expert defense.
Vitality gives a nice boost to marksmen and conscripts.
Last stand is great for shielding marksman and doubles survivability of split pairs of priests.
Morale and luck are not always that good picks because they can be raised by:
-artifacts
-week of..
-visiting a map location before battle
On the other hand an opponent may have -luck/-morale artifacts and a week affecting morale/luck may happen.
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havenlover
Adventuring Hero
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posted August 21, 2007 11:53 AM |
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Quote: No enlightenment = bad might stats = bad knight
No defense may be bad too. For example vs sylvan emeralds will attack paladins with a chance for luck and favored. With expert defense 30% less paladins is killed, they retaliate and kill 30% more troops than they would without expert defense.
Vitality gives a nice boost to marksmen and conscripts.
Last stand is great for shielding marksman and doubles survivability of split pairs of priests.
Morale and luck are not always that good picks because they can be raised by:
-artifacts
-week of..
-visiting a map location before battle
On the other hand an opponent may have -luck/-morale artifacts and a week affecting morale/luck may happen.
I suppose this is a reply to me. enlightenment=2% if you think knights are bad without enlightenment then you think haven sucks, because enlightenment ain't going to come very often.
vitality is a "nice boost" but lotsa things are nice, doesn't mean vitality, or defense is superior to any of the skills I recommended.
defense is not as good as attack, because there's no synergy w/ leadership. and leadership has an awesome ability attached(divine guidance). overall its really no contest. back when you could make unlimited marksman you got defense because of vitality to marksman. you can't do that anymore.
as for getting luck/morale items, you can. but morale and luck are both so good there's no need to play that game.
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sdfx
Famous Hero
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posted August 21, 2007 12:21 PM |
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Quote: I suppose this is a reply to me. enlightenment=2% if you think knights are bad without enlightenment then you think haven sucks, because enlightenment ain't going to come very often.
No, no, no.. that means you have to take defense and leadership so that 2% chance is gone.
Quote: vitality is a "nice boost" but lotsa things are nice, doesn't mean vitality, or defense is superior to any of the skills I recommended.
Even against sylvan?
Quote: defense is not as good as attack, because there's no synergy w/ leadership. and leadership has an awesome ability attached(divine guidance). overall its really no contest.
Like you could choose - most of the good knights start with attack anyway.
Quote: as for getting luck/morale items, you can. but morale and luck are both so good there's no need to play that game.
Yeah, but even 1 morale/luck have a 20% chance to be as effective as 5 luck/morale. Morale starts at 2, luck at 0 but golden horseshoe is pretty much an obvious thing to place in the pocket. With lion crown it's +4/+4. Visit some map locations before main battle and it can be +5/+5. Even if it is 3 or 4 luck/morale then it's still a 60% or 80% chance to be the same as 5 luck/morale.
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The_Gootch
Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
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posted August 21, 2007 06:10 PM |
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More I play the more I'm of the opinion that Defense somehow needs to be part of any build of mine. Since it is calculated, as far as I understand, after all other factors that 30% can really add up to a LOT of damage prevented. It's only 3 levels worth of skill too, so it's not like you absolutely MUST have to spend 6 points to get all the bells and whistles associated with it. With maybe the exception of Sylvan, I'll take Defense every time over Attack from here on out.
I think that having Vittorio as a trainer is a great idea. I find War Machines weak in the late game though, with the exception of maybe the Catapult skill. There are of course so many variables to consider but for the long term I'd rather take Irina as a main over Vittorio. Her bonus to her Griffins is absolutely ruinous to the other side for a final battle. I concede that Vittorio is a far better creeper but taking him I feel I sacrifice the long term for a short term gain.
As for skills, since she starts with Luck I put 2 points into that to get Expert Luck. She already starts with Magic Resistance so as far as I'm concerned I'm done with the Luck tree. In an emergency I can take Soldier's Luck to avoid some other worse choice for a skill.
I take Leadership for Divine Guidance and Aura of Swiftness. Divine Guidance needs no explanation. And Aura frees up my feet to be able to wear MR boots, Dragon Greaves, or some other valuable artie instead of Swift Striders. 5 points there.
For Magic, I have no preference for Light or Dark. Both are terrific and both can be worked into an effective long term strategy. 5 to 6 points here.
Defense, as I mentioned, gets 3 points. I like Vitality and I also like Evasion. Why Evasion? Because my palys are sitting ducks after they've charged. Granted, my Griffins are supposed to scare my opponents into moving their ranged in anticipation of a battle dive but that doesn't always happen and I don't always target their ranged. Yes taking Evasion you sacrifice Last Stand, which is a terrific skill. But both do have their merits. Let's say 4 points.
Benediction, Retaliation Strike and most likely at least one Counterstrike levelup rounds her out. 3-4 points in her main.
Looking at 19-21 points spent, which is a reasonable level for a long game. I've maybe maxed level 25 in my multi games, so that would still leave a few more points for other things.
Now sdfx talks about the holy grail of Enlightenment. I'm also of the Enlightenment camp but I admit I have NEVER had any of my Haven heroes offered Enlightenment. It's a strange thing, these 2% skills. I seriously wonder if there are certain heroes from each faction that have a slightly higher chance to get one of those. For example, everytime(all of 5 now) I've had Gilraen from Sylvan, he's been offered War Machines. I've never had any other Sylvan heroes offered it.
Without Enlightenment, the big powerful level 5 spells from either the Light or Dark side aren't feasible for a long battle. But that's fine. Haven's creatures have awesome stats and I've never been disappointed not having Enlightenment. With Enlightenment though, Haven heroes become monsters of perfect Attack/Defense balance.
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Tenaka
Famous Hero
Makes sense
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posted August 21, 2007 06:21 PM |
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Quote:
Now sdfx talks about the holy grail of Enlightenment. I'm also of the Enlightenment camp but I admit I have NEVER had any of my Haven heroes offered Enlightenment. It's a strange thing, these 2% skills. I seriously wonder if there are certain heroes from each faction that have a slightly higher chance to get one of those. For example, everytime(all of 5 now) I've had Gilraen from Sylvan, he's been offered War Machines. I've never had any other Sylvan heroes offered it.
Yes, I've wondered about that too...Not abut Gilraen, but about the Academy hero, Havez...(Yes, not really on-topic, but just speculations aren't worth creating a new thread, no?)
He starts out with war-machines, and if I get offered ballista at his 2nd level - and I usually take it, because of the hope for flaming arrows - I get offered the Attack skill, which is very rare with academy heroes very often. I should test that. Maybe you always get a chance to get an advanced skill? (Something that requires 1 or 2 other abilities)
It's been proven that you have a big chance to get the ability offered that requires the last ability you chose...
Either way, the Enlightment skill is usually offered to factions with weaker creatures. Magic-based factions. I myself have only had it offered once with Haven. It ended in a brutal slaughter of the opposing army. Yay enlightment, I guess...
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Houseism of the week:
As fascinating as our bodies are, they're also stupid.
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havenlover
Adventuring Hero
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posted August 21, 2007 06:38 PM |
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Quote:
Quote: I suppose this is a reply to me. enlightenment=2% if you think knights are bad without enlightenment then you think haven sucks, because enlightenment ain't going to come very often.
No, no, no.. that means you have to take defense and leadership so that 2% chance is gone.
Quote: vitality is a "nice boost" but lotsa things are nice, doesn't mean vitality, or defense is superior to any of the skills I recommended.
Even against sylvan?
Quote: defense is not as good as attack, because there's no synergy w/ leadership. and leadership has an awesome ability attached(divine guidance). overall its really no contest.
Like you could choose - most of the good knights start with attack anyway.
Quote: as for getting luck/morale items, you can. but morale and luck are both so good there's no need to play that game.
Yeah, but even 1 morale/luck have a 20% chance to be as effective as 5 luck/morale. Morale starts at 2, luck at 0 but golden horseshoe is pretty much an obvious thing to place in the pocket. With lion crown it's +4/+4. Visit some map locations before main battle and it can be +5/+5. Even if it is 3 or 4 luck/morale then it's still a 60% or 80% chance to be the same as 5 luck/morale.
as far as I'm aware enlightenment is always 2% whether u have defense, leadership or any other skill set. so I have no idea what you are talking about again.
the best knight doesn't start with attack.
and 1 luck/morale is not "as effective" as 5 luck/morale.
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bloucester
Famous Hero
MSN can go to hell
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posted August 21, 2007 07:01 PM |
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defence is 30 percent less damage. superb. take it, make it expert and that's all. no additionals needed.
attack is needed mainly for archery, tactics and retribution. it may remain basic.
you need leadership for retribution to be effective, for guidance and for aura of swiftness. these two are superb.
light magic. no comment
and logistics - 30 % more movement. it's like h3 - the faster you get log, the better. you can do 30% more things a day.
some might argue that i can't unstoppable charge this way. yeah. who cares
some might argue that i don't take war machines. well... one can't take all.
best hero for me - klaus - his starting skills are helpful for the skills I try to have with my knight. and if dougal is in the tavern for some more archers, that would be really nice.
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