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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Haven Faction
Thread: Heroes 5 Strategy: Playing Haven Faction This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 14, 2011 06:55 PM

That is not possible unless you are playing the original unpatched game whose lack of balance makes it pretty unplayable. Training has a cap of 20 trained units per week.
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seelkama
seelkama


Adventuring Hero
Yay! I'm hired. Now what?
posted May 15, 2011 02:30 PM

Version

umm yes i play 1.0

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 15, 2011 03:48 PM

Unless you get tribes of the east. update it to 1.6 then - it's pretty terrible at 1.0
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seelkama
seelkama


Adventuring Hero
Yay! I'm hired. Now what?
posted May 17, 2011 12:30 PM

Question

I just played for like a week... can you show me how to update it to 1.6?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 17, 2011 01:28 PM

Check the FAQ sticky, all links and related information are on the first page.
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seelkama
seelkama


Adventuring Hero
Yay! I'm hired. Now what?
posted May 17, 2011 01:54 PM

UPDATE

umm. what is FAG sticky? is you mean the FAG/Rules on top of the page then I don't see how it gives me the information on how to update to 1.6. Sorry for noob questions.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 17, 2011 02:28 PM

Dis one
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DimensiO
DimensiO

Tavern Dweller
posted June 17, 2011 01:51 PM

Hey guys,

Im still new to the game and want to get better at it.
But I find it hard to follow everyone in the discussions.

Is there a strategy guide for Haven that explains a good build order, unit combinations, combos, what skills to pick for a certain hero etc.?

It is all so wide spread that I and any new player finds hard to follow.

I know of this website
http://www.heroesofmightandmagic.com/heroes5/heroesofmightandmagic5v.shtml
but it only has general information and no guide on what to focus on as a race.

Thanks in advance
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Ulfus
Ulfus


Hired Hero
posted July 25, 2011 10:23 AM

It really isn't very rigid, the game is quite balanced, more balanced than Homm3. In terms of creatures they all work pretty well, much more is decided by the strategic aspect which depends on the situation very much. Personally I like to use all the alternate upgrades except for angel. Double attack is just too good to pass on.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 25, 2011 10:36 AM

Haven is one of the simplest factions though it can have complex tactics within its simple frame. Some very general things: If possible go for castle, capitol and angels on week 2, training can wait till week 3-4. All you need in early creeping is crossbowmen and peasant meatshields, then caveliers and/or angels. Core of your build is retribution and empathy though machines with flaming arrows is pretty good for short matches. Light or dark depends on opponent and available spells, defense is often good to have, logistics are a must as is the case for all races and enlightenment is normally too good to pass up. As for which upgrades to pic, I'd say it's fairly obvious considering their abilities. Play a few games and things should become clearer.
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Kostolomac
Kostolomac

Tavern Dweller
posted September 20, 2011 03:27 PM

It looks to me that the red version on the 6th tier units (forgot the name) is much better than the palladins, the same goes for the tier 3 and 4 units or am I wrong?

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted September 20, 2011 03:45 PM

Quote:
It looks to me that the red version on the 6th tier units (forgot the name) is much better than the palladins, the same goes for the tier 3 and 4 units or am I wrong?


Maybe only vindicators (tier 3) are better, but Imperial Griffins with their inifinite dive attack is better, and the Paladins are better than Champions as have higher defense and they have "lay hands" which is a must against dark magic using factions...

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Buji
Buji


Known Hero
posted September 20, 2011 03:52 PM

Quote:
It looks to me that the red version on the 6th tier units (forgot the name) is much better than the palladins, the same goes for the tier 3 and 4 units or am I wrong?


My point of view:

Paladins vs Champions:
Against Dark Magic users (necro, inferno, haven) i'll allways go with Paladins because of lay hands and frenzy immunity. Most other matchups Champions (still not allways though)

Imperials vs Battle Griffins:
Imperials all the way just because of the special

Squire vs Vindicator:
Vindicators are just too damn slow to be useful as an offensive unit. And even though cleave is a nice ability to have shield allies is just the better in most cases

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 20, 2011 03:55 PM
Edited by Elvin at 15:56, 20 Sep 2011.

They die faster though and are vulnerable to frenzy. It's kind of hit or miss, their first charge can often fail but if it connects well it can give you the game. Paladins have more use all around, esp vs dark factions. I often pick squires though vindicators can be fun, esp with Laszlo. Wouldn't pick battle griffins though, too slow. I tend to only use them vs dwarves for their durability but otherwise I prefer lightning fast dive bombs.

Edit: Lol too slow
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Kostolomac
Kostolomac

Tavern Dweller
posted September 20, 2011 04:08 PM

Thanks for the answers.
I guess I prefer the other units because I'm only playing hotseat with my bro and most of the time there is no need for the units you mentioned beacuse the A.I. is kinda terribad.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted February 22, 2012 11:41 AM

Hi guys, i never wanted to share it while i was playing the game, but have you tried guardian angel + quick combat + stone spikes? You attack the casters/ranged and after the quick combat u see their exact numbers, then you replay it and use a bit more xbows than u might need. If the neutrals cant kill the xbows then u help them kill your own shooters . Worked with every AoE dmg-ing spell, guardian angel also never cared about who killed the troops. It was also easy to plan - build mage guild lvl 1 and see if u have stone spikes or not.

The other thing is the griffin creeping. If you have slow in the guild and a "evil" faction hero in tavern then u can mix the army to negate the +2 morale.And with dark + master of mind for mass slow it was pretty much the same story as before tote. You just dont pick leadership, cuz the morale randomness will start again.

I never found those 2 things in the forums, so i thought u may not know about them .

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adon
adon


Known Hero
posted February 23, 2012 06:19 PM

So how does that work? You purposely kill your own shooters and guardian angel ressurects them so you have no losses?

Not really following.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted February 25, 2012 06:56 AM
Edited by zaio-baio at 08:19, 25 Feb 2012.

Yes, btw some of the replays are bugged, it shows only resurrecting like 2-3 xbows, but the combat log shows the right numbers . All replays are from 1 reload allowed multi game. With no reloads allowed i would never try creeping utopia week 3 with only guardian angel. Still for shooter/casters its ok as long as u have the option to kill some of your xbows if needed.

Here is a replay where everyithing goes fine and you dont need Aoe spell to get the job done.

Here i simply put too much xbows for the thunder thanes. It was later in the game, so my hero(dougal) was like lvl 19-20 or so, just too much att + def bonus. No chance to pull this off without AoE spell to lower you xbows.

Thats Guardian Angel week 3 small Utopia . Note that i use only 4 stacks of peasents and  dont have divine strenght, tactics, or last stand .
How to do it - first check the utopia with a secondary hero, u need to know how much dragons are there. Then u aim to kill all the stacks and have only 1 stack of at least 4-5 dragons remaining. The last dragon stack that remains is the one that is going to do 1v1 melee battle against the shooters ( just make sure its not emeralds, they are too fast and may act twice in a row). Also u need both Aoe spell and divine strenght in order to do the math without risk - the dmg range of xbows/marksman is 2-8, no chance for good calculations with it. What you aim for is to have low numbers of shooters and like 1-2 dragons remaining. When the dragons attack and kill the shooters guardian angel activates and ressurects them and they retaliate immediately with FULL NUMBERS. If the retaliation is not enough - u have 1 more hero attack and 1 more melee attack from the shooters before the turn of the dragons come.

Sadly, guardian angel is possibly the hardest perk to get.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted February 25, 2012 10:09 AM
Edited by zaio-baio at 10:26, 25 Feb 2012.

Lolz, was just messing around today and found something interesting. It seems that vitality + evasion = 3/4 large shield ehp for the xbows. 1 xbow have 10 hp, with Squires it gets doubled - 20 hp ( effective hp) and the range penalty of all archers except arcanes and xbows doubles it again - 40 ehp against ranged.

On the other hand with vitality they have 12 hp, the ranged penalty of the ranged neutrals doubles it - 24 ehp + 20% dmg reduction from evasion - 30 ehp against ranged.( becouse 20% from 30 = 6, 30-6=24 )

30/40 ehp = 3/4 of the large shield ehp.

Tested it on hourglass, hard diff and wtf - 39 centaurs nomads killed only 2 xbows week 2. Here is the rep. It also seems that with just a tent to heal +10 hp its pretty much the same deal. So the creeping with xbows + vitality/evasion should be more efective than the maksman + squire combo as of hof/vanilla, becouse xbows deal double dmg at long range.

So what do u think about that ?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 26, 2012 01:15 AM

I think that it would be even better with vitality + evasion + squires

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