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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
zaio-baio
zaio-baio


Promising
Famous Hero
posted July 11, 2014 02:54 PM
Edited by zaio-baio at 15:10, 11 Jul 2014.

lanteean said:
i usually keep the peasants home, since they dont matter into any real battle and train monks from footmen, then upgrade those to inquisitors(sometimes i can afford to train the maximum 20 allowed per week)- the gain in hit points from footmen to inquisitors is quadrupled (60 hp/creature=> 1200 hit points per week, way more than anything any town produces weekly per tier); well, in about 6-7 weeks you ahve more than 100 inquistors that will kill about anything


Peasents are quite weak, but conscripts and brutes might be useful. In general it might be a good idea not to bring them for big battle vs magic factions, but vs might factions they are worth the slot. There are lvl 1 dwellings on most maps - 1 or 2 normally, so more often then not its better to bring them to battle. Also they are quite plentyful, so if your opponent kills them your divine vengeance spell will grow pretty fast. With vitallity, battle frenzy and the necklace of bloody clow the brutes are quite a force. The teleport spell will handle their mobility issue.

About priest training - its quite good, but overshadowed by the mighty paladin training. Its not only the hp that matters, but also the initiative, dmg, attack and defence values. With 24 defence the paladins "guard" their health points way better then the zealots(14 defence). Its better to upgrade the huge priest stack to zealots - they have more might stats + purge ability, that can remove the annoying magic immunity and deflect missille spells. The best way to make most of the zealot training is to have archers dream set - it allows the zealots to shoot at max range without penaly, and handles their main problem - lack of hard punch. Normally you are pressed to act very fast vs mass paladins, else you lose a stack every time they play, while the zealots arent an immediate threath without archers dream/unicorn horn bow. On a side note - the purge abillity is triggered after the hit, so in case of deflect missile the zealots will do low dmg even if they remove the spell (not counting melee attacks). There is also the thing that the unicorn horn bow takes up the weapon slot, that is "reserved" for the staff of the netherworld( by far the best artifact for the right hand slot). In other words - max paladins + staff of the netherworld>>max zealots + unicorn horn bow. Anyways on maps where gold is limited and you have the unicorn horn bow the zealot training is your best bet. In that case you should put the zealot stack in the corner and next to them the marksmens (to make most use of their precise shot ability). Next to the marksmes - archangels or battle griffins, and right infront of your shooters - conscripts and squires. It looks like this:

ZC
MS
AA
AA

Where Z - tile occupied by Zealots, M - tile occupied by Marksmens, C - Conscripts, A - Archangels.

Here are some replays of final battles .

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lanteean
lanteean


Hired Hero
posted July 11, 2014 06:57 PM

I disagree with the training of paladins is superior to the inquisitors/zealots: they have only 12 initiative, and inquisitors have 10, also the  inquisitors/zealots are small creatures, you can put them in corner(so they are protected by archangels or paladins) and since extremely few creatures can get to them (unless the enemy has tactics+Windstrider Boots)they are only open to attacks from casters/archers/dragons, while the paladins once moved into enemy ranks, even if they manage to kill a stack, they are open to retaliation, since they are not top speed units; also, because they lack hitpoints they are not very good tank units(not like ents for example)

P.S. I'd like to see those replays, but i do not know how to open them

P.P.S. off-topic: I tried for some time now to get Arcane Omniscience for Galib, but i can't seem to get it, altough the skillwheel allows it

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zaio-baio
zaio-baio


Promising
Famous Hero
posted July 14, 2014 09:57 AM
Edited by zaio-baio at 21:31, 14 Jul 2014.

lanteean said:
I disagree with the training of paladins is superior to the inquisitors/zealots...

I guess you havent played much in multiplayer, max zealot training is overpowered, but not as strong as the max paladin training. If you play only vs A.I/non experienced players you will have a hard time figuring that out. A well built knight hero + good artifacts + max paladins is almost unbeatable.  

lanteean said:
P.S. I'd like to see those replays, but i do not know how to open them

Unzip the replays in My documents/My games/ Heroes V Tote/ Your profile/ Replays. Then start the game, click on Options and then on Replays.
lanteean said:
P.P.S. off-topic: I tried for some time now to get Arcane Omniscience for Galib, but i can't seem to get it, altough the skillwheel allows it


It works. I guess you got brimstone rain instead of tremors .

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lanteean
lanteean


Hired Hero
posted July 14, 2014 04:48 PM

"I guess you havent played much in multiplayer"

Indeed, i have not, i played sometime ago several matches, some of those i lost(one time i has Dungeon, my girlfriend had Necros), but i won a lot of times, and the easiest match i won was when i had haven and applied the aforementioned strategy vs the adversary, who had Sylvan- my friend was completely obliterated in about 3 or 4 turns

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 15, 2014 05:17 PM

zaio-baio said:
I guess you havent played much in multiplayer, max zealot training is overpowered, but not as strong as the max paladin training. If you play only vs A.I/non experienced players you will have a hard time figuring that out. A well built knight hero + good artifacts + max paladins is almost unbeatable.  



well, it's quite obvious that extra 20 paladins per week is overpowered, but the limiting factor would be gold.

if you can afford 20 paladins or 20 zealots, the choice is obvious. if you can only afford 10 paladins, or 20 zealots, it becomes less obvious.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 22, 2015 10:00 PM
Edited by zaio-baio at 22:15, 22 Aug 2015.

After some thinking i decided to write a few lines about the infamous GOBLIN KNIGHT strategy/exploit. What you need to know is that its very strong and very cheap. It allows your knight hero to win fights vs huge armies and strong main heroes. The Goblin Knight abuse works on the latest 3.1 patch of the game.

The Goblin Knight abuse has many different variations, but in all of them you need a knight hero with "Guardian angel" and "Last stand" perks. You also need at least 1 stack of 4 goblins. When the battle starts put only the goblins on the battlefield. When your opponent tries to kill the goblins they betray you and join his ranks. So normally you should lose, but you dont. Your knight hero stays on the battlefield forever, a hero without army, and can attack your opponents troops till they all die.

Its done best when your main Knight hero gets mentoring and mentors  4-5-6 knights to Goblin Knights. Goblins can be obtained via orc castles, via joiners and most importantly by mentoring an orc hero and getting the "Defend us all" perk with him, that provides a number of goblins that depends on the weeks number. Normally the "Defend us all" perk provides only upgraded goblins (and you need unupgraded), but if you buy an orc hero that starts with just 1 unupgraded goblin and you fill all his unit slots with some units and then you mentor him - you get unupgraded goblins.

Things like Fiery wrath, cold death, ignite and so on dont work vs goblins knights, the goblins first betray and then die. The deal is that the knight hero cant lose the fight before the guardian angel perk triggers, and it cant trigger when goblins betray your hero, because they dont count as your units  anymore.

Dont bring any warmashines with your goblin knight hero. If any of your warmashines is destroyed after your goblins betray your hero then you lose.

Here is replay. Its on custom arena map that allows using all heroes. Of course the goblin knight abuse works on any map - ubi maps, rmg, custom maps etc.
After some point of the fight opponent resigns, so its not full battle till the end.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted August 23, 2015 11:55 AM

Nice one. Kinda lame though .
____________
Find an opponent at HoMM55 Tavern! | NCF Utility Alpha

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Auron1st
Auron1st

Tavern Dweller
posted February 27, 2016 03:41 PM
Edited by Auron1st at 19:03, 30 Mar 2016.

Heroes 55 Haven (especially Paladin class)

Greetings, you may be aware of the new heroes 55 mod (compilation): http://heroescommunity.com/viewthread.php3?TID=41303&pagenumber=1

If anyone could share some tips:

1) how to creep (which hero) so I don't loose much units (I've tried siege engine specialist, heretic heroes etc, archer specialist... losses are great, even though i place cannon fodder around ranged units in stack of one when possible

2) how to beat with paladin hero (light magic casting) against inferno hero (who steals mana with imps and gats, though less before this mod)

?

Thx in advance, best of luck.

P.S. Prior to R6 I was able to beat AI (Immpossiible AI, Immposible lookahead depth) on tiny/small/medium maps. Now, they end up more leveled than me with more units than me...

ETA (30.03.2016.):
How to mitigate gold issue: hire heros, get them Logistics, get them Estates and Minning if possible - 250 gold per day will pay them off in less than 2 weeks.

Paladin hero... well, playing with Ellaine (+1 def att every 2nd lvl to peasents) helps early rushing; once you get decent ammount of archers and footman, keep peasents in the rear to generate money... also try to get her attack instead of logistic (her peasents will give more than enough gold). Key is, though, rushing in creeping, disregarding initial losses.

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zmudziak22
zmudziak22


Famous Hero
posted April 02, 2016 06:41 PM

I think training to Cavaliers is great idea, same as Necro can convert every living creature into undead not just Skeletons/Bone Dragons. I often win with Necro because I convert troops into Undead.

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boozuka
boozuka


Hired Hero
posted August 07, 2016 11:16 AM
Edited by boozuka at 11:19, 07 Aug 2016.

I have a question about Training's discount in Haven.
http://www.heroesofmightandmagic.com/heroes5/ability_training.shtml
I had a hero, with Suzerain speciality (25lvl=24*2%=48%), expert counterstrike(30%), and expert trainer(35%).

All discounts combined give me over 100% discount which should make my training totally free, but it's not. It's way more cheaper then it should be, but still it's not 100%. How come?

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted August 08, 2016 09:18 AM

I have a feeling that counterstrike and trainer are additive while suzerain multiplicative.

@Auron1st

Well Vittorio is your best bet. Tbh I don't see how you can get serious casualties with that hero unless you are pushing your luck with too strong stacks. Everything else takes some experience.
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Let us rally an army against fred. Fred prepare for the metallic taste of doom.
-Celfious

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boozuka
boozuka


Hired Hero
posted August 09, 2016 10:21 AM

Which haven hero's specialization is the best in late game?
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