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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Inferno Faction
Thread: Heroes 5 Strategy: Playing Inferno Faction This thread is 30 pages long: 1 10 ... 20 21 22 23 24 ... 30 · «PREV / NEXT»
shardik
shardik


Adventuring Hero
posted February 13, 2009 03:32 PM

Quote:
You missed my point in the context it was given. As in I almost never pick it over the aforementioned skills.


Alright then. I just got the impression that you prefered it over attack when playing against factions like sylvan. My bad.


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razor5
razor5


Famous Hero
Freezing...
posted February 13, 2009 05:57 PM

Quote:
Alright then. I just got the impression that you prefered it over attack when playing against factions like sylvan.


Well,as Inferno being an more an attack faction than knowledge one,it will be hard to defeat Sylvan.Sylvan hero's primary atribute is the defence,so,as I say in another thread,it's important to have some defense (and then focus only on attack and spellpower - the Destructive Magic gets more powerful)

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kornuletz
kornuletz


Hired Hero
posted April 11, 2009 11:43 PM

I have a question: How do you calculate the Succubi Seducers' Power Rating and their enemies' power in the formula 2+log2(Succubus_Power/Target_Power) ???

Thanks.

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Nerull
Nerull


Hired Hero
posted April 27, 2009 01:19 AM

Use the Age of Heroes website's creature stats. Each creature has its Power rating written there (next to how much XP they yield). Multiply that by the number of creatures in the stack and here you go.

I have my own question though.

WTH is it with Hellfire??
I mean, how exactly does it proc?

- It says flat 30% chance but I always seem to have Hellfire proc when the attacking stack is somewhat on par in power with the target. The probability that a one-unit stack triggers hellfire seems 5%-ish to me (based on statistical data from ~20 fights, featuring a total of ~100 attacks of 1-5 imps/ 1 succubus mistress against 5 or more level 3+ creatures). Also, Hellfire has the utmostly annoying habit of procing on the final strike, when the battle is over anyway and the ability does nothing except draining 5 mana from me.

- Soldier's Luck didn't work with Hellfire in the first version of H5. Now I see people mentioning that it does. I had a huge break from H5 and lost all track of patch changelogs, so I have no idea what to believe. Could someone who is absolutely sure (has seen the game files inside out or something) clarify this for me, please?

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Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted May 02, 2009 02:19 AM

I don't believe it should nor does it read like it should.

Creatures are granted 30% to deal fire dmg on attack


whereas

Guarauntees that useful combat abilities of creatures

(I don't believe the hellfire skill grants creatures the "hellfire" ability, rather a 30% chance to deal fire dmg on attck.

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Nerull
Nerull


Hired Hero
posted May 02, 2009 07:00 AM

I playtested it a bit amd nothing changed I suppose.

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khx118
khx118

Tavern Dweller
posted June 02, 2009 10:42 AM

how do you get the first aid tent? i tried getting the skill and it didnt work, i just got the game so i dont know much
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veco
veco


Legendary Hero
who am I?
posted June 02, 2009 10:50 AM
Edited by veco at 17:28, 03 Jun 2009.

You buy a Blacksmith in your town, visit it with your hero and purchase it there. Or you can hire a hero which has the Tent at start (like Kaspar) and take the Tent from him or find a Warmachine building on the adventure map.

edit:
So here I was playing a rather creep-challenging map with Inferno(2 Hordes of Skellie Warrioirs defending wood&ore, Mages at Sulfur, Ghosts at Tier 3) my build looks like this -
lvl~13, 15att 2def 3SP 5kwn
basic Logs, Adv Enlight and Attack, basic Warmachines (but no machines, due to cash shortage) Adv Dark with Mass Slow (barely got the mana to cast it once in 2 days), Expert Gate, MotD
Week 3, army ~90Vermin ~50Hell Hounds 10Seducers
27Vermin lost capturing Inferno outpost with Devils and Nightmares innit Didn't have cash for Nightmares Now having something to soak up damage will speed up things a lot, just need to buy the tent.
Not bad for a a noob at creeping I think
Anyway, here is one of my replays. Is that a bug with Seducers or are they supposed to act like that?
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none of my business.

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shardik
shardik


Adventuring Hero
posted August 31, 2009 10:42 AM

I have a quick question, and I hope someone can help me with an answer: Does Master of Fire affect Delebs fireball?

Man that would be brilliant...

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veco
veco


Legendary Hero
who am I?
posted August 31, 2009 10:46 AM
Edited by veco at 10:49, 31 Aug 2009.

There was a question like this earlier, lesse...
quote from Asheera:
Quote:

Well Deleb's special is a little different because it doesn't take Hero's mastery into consideration. But in Soul Fire's description (in the Fan Manual) it says that it's exactly as if the spell was casted by the hero, except the spellpower calculation.

Anyway, I'm going to test myself when I have time.

EDIT: Tested, Soul Fire works with Master of Fire.



edit:
Here is the discussion.
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none of my business.

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shardik
shardik


Adventuring Hero
posted August 31, 2009 10:59 AM

So it doesn't work. Crap.

I want to find a use for destructive magic with Inferno, but it is becoming increasingly difficult.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 31, 2009 11:07 AM

Quote:
So it doesn't work. Crap.

I want to find a use for destructive magic with Inferno, but it is becoming increasingly difficult.


Face it ... Destructive Magic sucks for Inferno. Unless you manage to amass a huge number of SP-boosting arties, you're just not going to have a lot of benefit from it.
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What will happen now?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 31, 2009 11:15 AM

well, They still can Freeze, Stun or Halve Defence. Pretty good if you ask me.

(the problem, of course, is that the spells will do ZERO damage... but the secondairy effects are very favorable)
____________
Coincidence? I think not!!!!

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veco
veco


Legendary Hero
who am I?
posted August 31, 2009 11:20 AM
Edited by alcibiades at 20:40, 01 Sep 2009.

The only use I can think of is Master of Ice with Cold Death and Cold Steel from the Attack tree.

Maybe Sap Magic from Master of Storms againts a Warlock.

Master of Fire vs high defense faction? Sylvan? No, you won't have time. Haven? Same here. Dwarves? Heck no. Maybe necro but you better worry about countering Dark.

Keep in mind that all of those are vastly inferior to Dark/Light or even Summoning (Phantom Forces) because in order for them to work you need a perfect ATB setting and the effects won't be staggering.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 31, 2009 11:40 AM

I know, but Destructive has potential, at least -

but yes, of course, all other Magic Schools are better.
____________
Coincidence? I think not!!!!

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shardik
shardik


Adventuring Hero
posted August 31, 2009 11:52 AM

I hate the lack of flexibility with Inferno. You wanna win? Pick dark magic, attack, warmachines, and two of the following: luck, defense or logistics.

Everything else is either useless or almost impossible to get, and certainly not reliable enough to count on.

Compared with say academy, who can put every god damned magic to good use, as well as pretty much every other skill in the game, Inferno lacks diversity, and I feel forced to play the same way every time.

There MUST be alternatives to the obvious build of a Demon Lord, and I want to find 'em. I am just about to give up though.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 31, 2009 12:03 PM

Well.. I have successfully used a destructive build vs fortress(lol) and necropolis but both times I had some kind of element booster and freeze mastery. And around 10 power. Light demonlord is awesome, even better than a dark one. Super gating warlock.. All might demonlord with power of speed/endurance and no magic - which has worked vs academy and orcs but is otherwise vulnerable to dark. Works lovely if you start your mass haste with swift mind and charge like crazy, esp if you have good attack value, tactics, maybe aura of swiftness.

Only skills I rarely pick are summoning, sorcery and destructive.
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Map also hosted on Moddb

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shardik
shardik


Adventuring Hero
posted August 31, 2009 12:12 PM

I was wondering if Sorcery would be worthwile. Getting extra spellpower, and being able to cast frenzy/puppet master/teleport assault more often doesn't sound too bad.

But then again, which skill are you willing to sacrifice for it? None I guess, which is the problem in a nutshell.

I'd very much like to see a demon lord ability/perk that converts half of your attack to spellpower. It would make a destructive demon lord possible, and balanced should be somewhat preserved by decreasing the might aspect.

I am not sure if it should be a passive or an activated ability. Actived requires more involvement from the player though, and it allows you to change strategy for each new fight.

But I am sure it will never happen.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 31, 2009 12:45 PM

Quote:
But then again, which skill are you willing to sacrifice for it? None I guess, which is the problem in a nutshell.

Not exactly, it's a matter of build. Both dark and destructive can be immensely boosted through sorcery and even better with dark renewal that allows you to only waste half a turn if spell is resisted(at expert sorcery).

I am not sure a skill to turn attack to spellpower is a good idea. Suppose the demonlord waits for his familiars to drain your mana and then activates it. Zero mana vs super duper puppet, no way out.
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Map also hosted on Moddb

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veco
veco


Legendary Hero
who am I?
posted August 31, 2009 01:00 PM

Dark Renewal is best for necros (that's why it makes Master of Mind unavailable only for them ), Demonlords are better off with Seal of Darkness/Shrug of Darkness and Master of Mind in my opinion.
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