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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 10 ... 11 12 13 14 15 ... 20 24 · «PREV / NEXT»
Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 02, 2007 07:04 PM

depends, imho the ressurection from archangels is utterly useless and I'd go for more damage any day of the week (maybe with a couple of inquisitors if I miss bless in the guild).

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dschingi
dschingi


Famous Hero
the guy with the dragon golem
posted October 02, 2007 07:17 PM

not useless... it's never wrong to have the option of using it, especially if the hero doesn't have it I guess it's nothing game-breaking though

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 02, 2007 07:57 PM

It's a good way to cut down losses while creeping or fighting weaker heroes, but it indeed doesn't do THAT much in a large battle.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 02, 2007 08:12 PM
Edited by Doomforge at 20:14, 02 Oct 2007.

since when you creep with archangels?

In a bigger battle, it kinda felt a waste to rez a couple of units (not much..) when I could OHKO a stack of nasty units with those archangels in the same time (which would probably spare a couple of units in the next turn and perhaps the casualties would be smaller WITHOUT ressurecting at all..). In the end of the battle, there was either not enough, or any of archangels left to make a significant difference.. or maybe I should say any difference.

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Dany__86
Dany__86

Tavern Dweller
posted October 04, 2007 05:35 PM

My reply to Elvin

 I m not saying not to upgrade the peasants at all. in the 1st few battles its ok, but later in the game they'll make u earn money for training, as u said training is expensive, and u ll have an empty slot for splitting a stack.
 As for Marks., well ofcourse if u have the unicorn bow it ll be dumb to recruit Marks.; but generally, Crosses. are better not only for sylvan archery, but for all archery, like Marks. , Succ. , ..., for casters, vs slow units, and when attacking a castle.
 When attacking a castle, Battle grifs are better. Well its good to battle dive on the enemy's archers, but still battle grifs inside the walls next to the archers, will disable their ranges capability, and every 1 trying to attack them, archer or not,to let the archers free from melee, will suffer from a powerful retaliation.Their high defense and hp pts will help them. If battle grifs cant reach the archers in 1 turn, Crosses. will cause high damage for the enemy's archers and therfore decrease their damage.
 As for Inqs., well our opinions dont differ alot, but still u prefer them on the Zea., maybe thats becoz of ur way of playing.
 Aura of swiftness is gone. Well thats sad i dindt know that; but i know that pallys arnt 1st aid tents. I played many games vs necro and demonlord, and beleive me i know whats it like to have 60 archangels under a frenzy spell. I think the best think to do is using the empty slot, and divide ur cavaliers, half pally half champs. And if there isnt any dark magic casters, I'll personally go with champs.
 Archangels arnt women they are asexuals. hehehe; ty for the biology lesson . Well im not sure either of their other spell, but till now, I choose Arch. .

 Thank you for reading.
     
          Waiting for your reply... .
____________

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kermit
kermit


Known Hero
Soul hunter
posted October 04, 2007 06:47 PM
Edited by kermit at 18:49, 04 Oct 2007.

Yeah well I have trouble reading your abreviations, so I'm giving it to Elven even though he likes arguing just for the sake of it

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 04, 2007 07:16 PM

Quote:
Yeah well I have trouble reading your abreviations, so I'm giving it to Elven even though he likes arguing just for the sake of it

Not too often because it can be pointless. Unless I see it as a challenge to prove someone wrong

It's not that hard to make out what is being written, let's see.
Quote:
Battle grifs are better. Well its good to battle dive on the enemy's archers, but still battle grifs inside the walls next to the archers, will disable their ranges capability, and every 1 trying to attack them, archer or not,to let the archers free from melee, will suffer from a powerful retaliation.

Do you really believe that the griffins will survive long in there? Or that the opponent will not have blocked you from going adjacent? They are large units period.
Quote:
I think the best think to do is using the empty slot, and divide ur cavaliers, half pally half champs. And if there isnt any dark magic casters, I'll personally go with champs.

Fair enough but. Zealots' cleansing can fail if enemy hero's level is high(it's on advanced mastery too). Ok about frenzy because paladins are immune to it but if it's puppet master he could puppet your paladins and it would hurt. It's still a gamble.
As for the rest I'm with you. About the marksmen I will tell you only when I have played against all factions.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 04, 2007 10:23 PM

Quote:
I m not saying not to upgrade the peasants at all. in the 1st few battles its ok, but later in the game they'll make u earn money for training, as u said training is expensive, and u ll have an empty slot for splitting a stack.


Not that those petiful money will really help you that much, but with TOTE, Conscripts will retain Tax Payer ability.
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What will happen now?

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sdfx
sdfx


Famous Hero
posted October 05, 2007 09:45 AM

1. Conscripts are better vs might heroes(bash), brutes are maybe(no bash is bad) better vs magic heroes.
2. Marksmen are good at killing walkers and might heroes. Xbows are good at killing  shooters/casters and magic heroes.
3. Squires are an obvious choice vs might heroes
bash, shield allies >> cleave but vs magic heros vindicators may be better.
4. Battle grifin good vs magic heroes, imperial vs might ones.
5. Use both.
6. Palas are better vs might heroes, champion are better vs magic heros.
7. Angels suck anyway.

Generally:
Renegades are better at killing magic heroes.
Empire is better at killing might heroes.  

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 05, 2007 09:50 AM

Huh? Why are paladins better vs might? Unless you mean inferno might with dark magic
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sdfx
sdfx


Famous Hero
posted October 05, 2007 10:01 AM

Sylvan will strike first so Palas' +4 defense is very good here. Fortress may get lucky with bears and paw strike them before thay act. Generally, paladins will be focused and their +4 defense means they take 20% less damage at each attack so I believe they will do more damage than champions overall.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 05, 2007 01:36 PM

I doubt the bears would do that easily since you will have boosted numbers but I'd think twice about using champions vs sylvan. Many units have superior initiative and can block you if they get some speed bonus.
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sdfx
sdfx


Famous Hero
posted October 05, 2007 05:19 PM
Edited by sdfx at 17:28, 05 Oct 2007.

0.75|14.67|16.00
0.80|13.75|15.00
0.85|12.94|14.12
0.90|12.22|13.33
0.95|11.58|12.63
1.00|11.00|12.00
ATB||Bears|Palas

2nd column is computed 11/0.75, 2nd row is 11/0.80 etc.
3rd column is computed 12/0.75, 3rd row is 12/0.80 etc.
A stack with a bigger number moves first.

There are 6*6 = 36 possible combinations and 10 of them mean that bears go first. So, the chance of bears going first equals 10/36 = 27.7(7) %
Not much but still..

Palas have 1/6 = 16.6(6) chance to go before emeralds.
18.67|21.33
17.50|20.00
16.47|18.82
15.56|17.78
14.74|16.84
14.00|16.00
Palas|Emeralds

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Dany__86
Dany__86

Tavern Dweller
posted October 05, 2007 05:49 PM

 Well i think the best time to discuss the strategy is after playing heaven in TotE. The new artifacts and skills will have a major role in determining the strategy. Now, I downloaded like a skillwheel from a site where it shows the new skills and abilities; but i m not sure of its accuracy - like if these skills are official or not -. But i hope not because all faction share aprox. the same skills, which is bad. And whats worse is the ultimate knight skill, the unstoppable charge, thats still the same. i kinda hoped they ll develop somthing new coz i prefer divine guidance over it; while wizzards will be able to cast all spells on expert skill.
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kermit
kermit


Known Hero
Soul hunter
posted October 05, 2007 06:11 PM

@sdfx
You're one crazy dude But you got your numbers incorrect again
1: (x/y)^-1 = y/x
2: initial initiative values range from 1.25 to 0.75 value, so:

for paladins initiative would range from  MAX 12 * 1.25 = 15 to MIN 12 * 0.75 = 9

for emeralds initiative would range from 14*1.25=17.5 to 14*0.75=10.5

Event E1: emeralds will have initiative above 15:
(17.5 - 15) / (17.5 - 10.5) = 2.5/7 = 0.36

Event E2: paladins will have initiative under 10.5:
(10,5-9)/(15-9) = 1.5/6 = 0.25

Event E3: E2 and E1 occur at the same time
0.36*0.25

Thus the total probability for emeralds going first is
0.36 + 0.25 - 0.25*0.36 = 0.52

In the remaining 48% of the cases, the probability for paladins going first is the same as for the emeralds, that is 0.24.

SO in 24% of the cases the paladins will go first and emeralds in 76%

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sdfx
sdfx


Famous Hero
posted October 05, 2007 07:19 PM

In 2.1 manual, 237/261
"When starting a battle, the starting ATB values are randomly decided: each stack receives an ATB value between 0 and 0.25. From there, the ATB values increase the usual way, depending on the stack's Initiative, and the first to reach 1 is the first to play."

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kermit
kermit


Known Hero
Soul hunter
posted October 05, 2007 09:02 PM
Edited by kermit at 21:07, 05 Oct 2007.

alright then my calculations are flawed I might get back to it somewhat later when I find the courage to open the manual

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sdfx
sdfx


Famous Hero
posted October 05, 2007 10:17 PM

There is also annoying issue when the formula gives equal numbers:
Palas with 0.25 ATB = 12/0.75 = 16 initiative
Nightmares with 0 ATB = 16/1 = 16 initiative
I dunno, but maybe the attacking hero goes 1st?

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silentQ
silentQ


Hired Hero
umm... yeah.... got milk?
posted October 31, 2007 11:08 PM

hey guys... spent few happy hours at work killing time reading the thread... got bits and pieces towards my strategy.
gonna play TOTE with buddies.

i wanna find out the best way to beat sylvan. did do that with inferno before. now trying with haven..
i'm orienting on very very late game... that's just the way we play with friends.
Not only my debate which hero to pick.. i doubt vittorio will be much help in late game due to the fact that war machines aren't too good then.. (had problems with deleb)... so i'm looking towards dougal or klaus. now that training is limited to 20 - can't abuse marksmen... i'm really puzzled... i like dougal though.. but pallys may be more useful in late game..

about skills what i'm looking at now is
training, attack, defence, luck, leadership and light magic.

was reading a lot about enlightenment - the whole idea so far is mana...  so i'm not sure if it'll be a waste in a late game...

just wanna know if you guys have any suggestions, cuz beating that dude will be priceless - for the look on his face lol...

cheers

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 31, 2007 11:26 PM

Enlightenment is good for mana but it wont give you that much really.
Its good mainly for attack/defense stats. and it really shines there.

Id say go for the preperation(defense) and retribution(attacl) perks, Theyre awesome. Deflect missile will work nicely with syvlan so master of abjuration i guess. Or better yet dark magic and mass confusion! Would be beneficial then to go for
Leadership and divine guidance and empathy can be really good too.

____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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