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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 ... 16 17 18 19 20 ... 24 · «PREV / NEXT»
Ake11
Ake11


Hired Hero
posted February 25, 2010 07:37 PM

Thank you very much hehe

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Ake11
Ake11


Hired Hero
posted February 25, 2010 08:31 PM

My friend dont use so much light spell I think, becouse he is more on destructive. And he have choosen Svea

So I dont know if he gona take Light as a skill and he go for lighting.

And I dont think he think Im going dark

Everytime I playing heroes I want one more room for skill

But what about this skill

Light, go for guardian Angel
Dark, Fallen knight, master of mind
Becouse Im going for magic, then Enlightenment
Leadership for empahty
What should the fith be, defens, attack or luck?

And the map we playing have both sea and ground so dont know if logistics is good here

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veco
veco


Legendary Hero
who am I?
posted February 25, 2010 08:40 PM
Edited by veco at 20:41, 25 Feb 2010.

If you insist on 2 magic schools then so be it, but drop Guardian Angel - Mass Haste and Fire Resistance will do you much more good. About Dark - remember that dwarves may have Rune of Exorcism so they can easily wipe your curses easily.
Defense/Offense - I'd rather have both but since your going for Leadership then go for Offense with retribution and tactics. You can get Luck from arties.
And don't forget Logistics! If there's a lot of sea/ground switching then Snatch all the way.
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Ake11
Ake11


Hired Hero
posted February 25, 2010 09:17 PM

Is Fallen knight and Twilight a skill to go for?

Why not Guardian Angel? I know mass hast is good but if you go for attack and get power of speed?

Yes he probebly have that rune but then he will wast one rune on that and not another dangerous rune. And then you can cast it again next time. Or what do you think?


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veco
veco


Legendary Hero
who am I?
posted February 25, 2010 09:31 PM

What good is reviving 5-6 angels at the end of a late game battle, when the battle is most likely settled, especially when you think he'll go destructive? Well, not that destructive is the best choice for lategame, there's a big chance he'll have Light after all. With Master of Wrath you also get Mass RM so it's a much better pick than switching tactics for Power of Speed (here I assume that you take retribution as well).

Who in their right mind would use rune of exorcism if a perfect opportunity for battlerage/berserk/ressurection came? And he can use it after 2-3 casts making you loose time. But I guess that's the same as with magic control so nevermind.
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Ake11
Ake11


Hired Hero
posted February 25, 2010 10:05 PM

Okey thanks, I will play now and go for dark and light, then I need enlightenment, also you say I should go for logistic, what should the 5 skill be then?
Or skip dark and go for attack and leadership or Defens?

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Ake11
Ake11


Hired Hero
posted February 25, 2010 10:42 PM

This is what Im coming up too

Haven:
Light - I like the Guardian Angel
Dark - It depends what they are playing but Seal of darkness is kind of good then, is Shrug darkness something you should go for?
Enlightenment - Intelligence
Leadership - Empathy
Attack - Retribution and Power of speed if going for Guardian Angel

Change dark to something els, Defens or Luck? What do you think?

Becouse they always use Dark or/and Destructive

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted February 26, 2010 12:05 AM

You'll never get the skills you want - especially if you are not experienced in leveling up - so no need to think that far ahead. What always works with haven is empathy and retribution, whether you want light or dark, defense or luck etc you'll have to try and see for yourself. Besides there is not one correct build, everything changes according to opponent, chance, available spells.
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OnLy4DuNgEoN
OnLy4DuNgEoN


Adventuring Hero
posted June 14, 2010 08:34 PM

Quote:
This is what Im coming up too

Haven:
Light - I like the Guardian Angel
Dark - It depends what they are playing but Seal of darkness is kind of good then, is Shrug darkness something you should go for?
Enlightenment - Intelligence
Leadership - Empathy
Attack - Retribution and Power of speed if going for Guardian Angel

Change dark to something els, Defens or Luck? What do you think?

Becouse they always use Dark or/and Destructive


It's unsless to take 2 magic skills at haven..Light is more than enough..With 2 magic skills you need sorcery ..enlightement it's only 2% so you will never take it..oh and,where is Defence ?lmao
____________
Life is a dream for the wise, a game for the fool, a comedy for the rich, a tragedy for the poor.
-Sholom Aleichem

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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 14, 2010 09:45 PM

dark is great against inferno for instance ... and light is a must

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veco
veco


Legendary Hero
who am I?
posted June 14, 2010 09:52 PM

You'll run out of mana fast enough to make 2 magic schools worthless
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none of my business.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted June 15, 2010 02:39 PM

sometimes even choosing one magic school is useless without enlight/intelligence (you might be lucky to cast 1 or 2 mass spells before 0 mana left) [altho I like refined mana perk]...but then again maybe if one plays a really rich map with knowledge artis & stat/level boosters

unlucky knight with dark vs seal of darkness is just [unless lucky enough for empathy to take hero before imps & enough mana to PM the imps first; but the knight doesn't receive the mana tho, the drained demonlord's mana goes nowhere]

I understand that inferno is really bad for haven due to low knowledge [plus spellpower] & many players would never pick it? [certainly I would never try in a non-duel game]
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted June 15, 2010 02:58 PM

If you happen to act first I don't see why you'd cast instead of using divine guidance on crossbows.

I don't understand, you mean haven is the bad one?
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted June 15, 2010 03:26 PM
Edited by SKPRIMUS at 15:27, 15 Jun 2010.

I haven't tried DG x-bows to kill imps but my previous calcs showed most of times, DG'ed 8 init x-bows are still not fast enough to beat familiar 13 init...& I meant trying to drain demonlord's mana for yourself [& it may be good to get those PM'ed familiars to attack maybe those pit spawns?]

& I meant haven low knowledge/low chance for enlight/intelligence has hard time vs inferno with tons of familiars [I reckon they should have scaled the mana drain logarithmically like creature spell power somehow]
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted June 15, 2010 03:39 PM

Wish it was, as it is long maps with many lvl 1 dwellings create problems. But at least those tend to be rich in artifacts. About divine guidance last I tried it had worked, go figure.
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted June 15, 2010 04:05 PM

I re-looked at my calcs & they were actually 47.38% x-bows vs 52.62% fams [ofc big assumption that atb is random]...
but you do have a point: maybe looking at the actual in-game atb at the time [to see how those x-bows are placed] may allow one to better guess the probabilities one way or the other...
this can even be a really complex problem for the maths thread

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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 16, 2010 11:14 PM
Edited by zaio-baio at 00:28, 17 Jun 2010.

Quote:
This is what Im coming up too

Haven:
Light - I like the Guardian Angel
Dark - It depends what they are playing but Seal of darkness is kind of good then, is Shrug darkness something you should go for?
Enlightenment - Intelligence
Leadership - Empathy
Attack - Retribution and Power of speed if going for Guardian Angel

Change dark to something els, Defens or Luck? What do you think?

Becouse they always use Dark or/and Destructive



Light - "I like the Guardian Angel"  its useless ( the best options overall - stormwind/fire resistance + 2 masterys
Dark - "It depends what they are playing but Seal of darkness is kind of good then, is Shrug darkness something you should go for?"
no no no no no - firststly - you waste 6 skills and u cant be sure that he will have dark , secondly - its (almost) always better for a knight to cast mass light/divine guidance over dark, thirdly - light magic is the best counter to dark and its enough to give you a peaceful life.
Attack - "Retribution and Power of speed if going for Guardian Angel"
getting power of speed over tactics/archery on a knight is madness

also - you wont have the time to get and use effectively 5 skills -
the best you can do is to have empathy, retribution + tactics, light/logistics( i actually prefer to get light after logistics, familiar ground + tactics + empathy + divine guidance give you enough speed to reach and kill the most of his troops within 2 turns - your opponent wont have the time to make a good use of his destr)

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veco
veco


Legendary Hero
who am I?
posted June 16, 2010 11:22 PM

Quote:
getting power of speed over tactics/archery on a knight is madness



No, no, you got it all wrong - you see - if you don't go for Light or don't get Haste anywhere Power of Speed is the best pick you can make in the Attack skill tree (maybe with the exception of Retribution). While Tactics can be debatable - Archery boosts only your sole, slow shooter. Zealots/Inquisitors wouldn't notice the difference anyway, even if they did shoot instead of casting
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none of my business.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 16, 2010 11:44 PM

Leadership with Empathy/Divine Guidance and Attack + Retribution are musts. (Depending on opponents/spells, the latter Attack Perk should be Tactics or Power of Speed.)

Logistics is pretty much a default skill for any Hero, so take it as well. I usually aim for Familiar Ground on Large and/or Grassy maps, otherwise I'd go for Death March. Third perk goes toward either Navigation which can be usefull on Water maps, Scouting which is useful on Large Maps (however, skip it on your main, unless you want to get Swift Mind) OR Warpath if there are lots of neutral stacks on the map for you to take.

In about 90% percent of the circumstance you might want to add a Magic Skill to that mix. Dark can be usefull, but usually it is Light you want, to buff up your troops. (perks depend on Spells/Opponents). Avoid Destructive/Summoning, these skills are nearly useless for a Knight.

In addition, if I have a spare slot, AND Enlightement is offered to me, I'd gladly pick it. (though I would never pick it over Logistics, Leadership or Attack). If Enlightement isn't available (and it's like it isn't), I usually pick either Defence or Luck, depending on who I'm facing. (Defence vs Haven (60% of the games), Inferno, Stronghold, Dungeon, Sylvan and Academy, Luck against Fortress and Necropolis)

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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 17, 2010 12:26 AM
Edited by zaio-baio at 00:34, 17 Jun 2010.

archery only in case of dougal also its better to aim at effectiveness at the first turns of the battle - the better way to save more of your troops
let me explain my point-
vs destructive you are forced to charge - no matter if its early or late game.In order the destr caster to be effective he needs
enlightenment, sorc and destr ofc - around 18 lvls, up to 20 with the racial skills - what he doesnt have is defence, and a good dmg, also his castle development may demand a lot of precious resources ( academy anyone) and what you will face is a strong hero with weak army( both early and late game)
as u know heaven is weak early - you must prevent a single rush to pwn you - have in mind that initiative does nothing when your stacks
are crippled - so aiming for speed is essential to win.
also the most of the players think that x-bows/marksmans are godlike - their low hp and hidh dmg makes them the perfect target for implosion(single implosin rapes them ), and this is why imo a knight playing vs destructive ( sylvan excluded ) must train archers to footmens, and upgr them to vindicators ( familiar + tactics + empathy + guidance and the vindis reach the enemy ranks pretty fast, they have also 2.6 xbows hp, better attack and can hit twice - this makes them the natural choise when you are forced to charge). Against destr i just dont see why it is better to w8 and keep squires + brutes near the archers than to charge with all ur units exept zealots/inquist.

Mass haste is great, getting it over tactics, when u can find it on the map/in another castle etc. isnt

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