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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 25 ... 30 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 31, 2009 01:02 PM

Indeed but vs those you are unlikely to want a sorcery + dark build
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shardik
shardik


Adventuring Hero
posted August 31, 2009 01:10 PM

Quote:

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.


You got a point, and I am sure it won't happen anyway. I do think that destructive magic fits the demons very well, which is why it bothers me not to be able to use it.


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 31, 2009 01:12 PM

Modify them to get power instead of knowledge
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shardik
shardik


Adventuring Hero
posted August 31, 2009 03:24 PM
Edited by shardik at 15:24, 31 Aug 2009.

I could do that. OR I could make sure they hire me for Heroes 6

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted August 31, 2009 08:28 PM

Or get enough High Druids (those who boost Spellpower). This can be done with a Sylvan castle. The only thing is getting the castle in the first place... Nothing is perfect.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 01, 2009 08:17 AM

Quote:
Modify them to get power instead of knowledge


Which would work, except Hellfire would drain you're mana instantly, because there is no option to have Hellfire not triggering.

Silly feature in the game? When stack is killed completely and then Hellfire STILL triggers to drain you 5 mana. Thanx for nothing.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 01, 2009 09:04 AM

Then you don't pick it
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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 01, 2009 02:14 PM

Well this is just my uneducated opinion, so take it with more than a grain of salt but also don't tear me apart because of it.

I don't think demon lords are really that bad at using destructive, they are fourth after warlocks, runemages and wizards, and the latter will more often use the other schools (light and summoning are too good to pass in favor of destructive, and they use other magic-relates skills a lot too), which means practically third. Necromancers have impressive spellpower but they're not usually into destructive any more than wizards, if anything even less.

At magic schools, item shops etc. a demon lord will always pick power over knowledge, so it's not that unreasonable to keep your spell power level not that far behind.

Still it won't be on par with a warlock or a necro, so maybe you can compensate for it by making your hero's turn come a lot more often, and relying on luck (on a side note I irrationally hate Luck).

Maybe:
Logistics - scouting, swift mind and swift gating
And
Luck - Soldier's luck, swarming gate and warlock's luck (not with nymus).
Destructive Magic - Best pick for the spells you get, Idk
Gating ofc

Which leaves 2 free slots, you could put whatever you want here, attack, defense, dark, war machines, even sorcery.

Enlightenment and Leadership would net some very useful options to speed up your hero and gain more spellpower but you have 1 chance in 2500 to get both on a demon lord, and it's a lot for a little considering you would also have gating and destructive magic (since you would be trying for a destructive demon lord) and maybe the two above.

I'm talking long games, not short.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 01, 2009 02:23 PM

If you are talking long games then why would you pick destructive? Also demonlords belong in the worst level of destructive spellcaster along with knights, every other class can do better. Considerably so.
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veco
veco


Legendary Hero
who am I?
posted September 01, 2009 02:31 PM

Quote:
I don't think demon lords are really that bad at using destructive, they are fourth after warlocks, runemages and wizards,

What about rangers with High Druids/Rain of Arrow? You said it yourself that necros are better too. That leaves Demonlords on 6th place, 7th are Knight with lower mana and Barbarians don't use magic
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted September 01, 2009 04:30 PM

well, I consider barbs hordes anger a brilliant destructive-like spell that doesn't even depend on spellpower so that would make demons second-worst in destructive, hehe (not counting DV which is banned a lot anyway)
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"to lose is to win, and he who wins shall lose"
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted September 01, 2009 05:02 PM

I hate Hellfire but sometimes you just have to pick it because it opens up other skills... I always wait for the hero to get a few levels before I do pick it because at lower levels it means spellcasting is out and I don't have to say how much that sucks.

Regarding destructive Rangers can be fearsome because of the High Druids, getting Warlock Spellpower is a possibility. Imbue Arrow is just gravy but with Imbue Ballista that makes for a fierce combination (one of the few reasons I'd pick Destructive with a Ranger who is not a secondary (a secondary with cold death is always nice to have in your castle). That being said I had only a few games when a Ranger got War Machines and Destructive (most of the time I wouldn't take one without the other for my main Ranger).

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BlueTemplar
BlueTemplar


Hired Hero
posted October 04, 2009 12:05 PM

How much mana do Imp/Familiar/Vermin destroy/steal? Heroes of might and magic.com says 0.25/0.25/0.125, while the 3.0 manual says 0.25/0.25/0.5...
Can vermins still steal the mana even if you don't have any caster in your army?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 04, 2009 12:23 PM

Vermin drains half the amount an imp does but can keep doing it. Not required to have casters in your army.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted October 04, 2009 12:40 PM

It only pays off when you do it at least twice however, and personally, I'd rather use the Vermin Offencively (High-End Damage!) than lose turn by sucking out Mana. (though in the case of face a Warlock or Necromancer, you might want to deplete their mana pool extremely quickly).
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Coincidence? I think not!!!!

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Sar-Sazzar
Sar-Sazzar


Hired Hero
posted October 08, 2009 03:55 PM

i prefer imp cuz you don't have to waste your imp turn on just taking mana like vermin but imps automaticly takes the heroes mana and then it's your choice to attack or use gating
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted October 08, 2009 09:12 PM

And that's why most people choose Familiars. Inferno can't usually afford itself to delay the battle. One Turn can make a difference between winning and losing. The main reason for this is Inferno's low defence, of course. Better to attack or Gate, than to waste your turn on leeching Mana.

The TRUE Strength of the Vermin lies in the High-End Damage, which is a whopping 4. Great for Inferno-Light Magic Abusers ^^. Syphon Mana on it's own is weak, because it, requires CASTERS in the Hero's army to be effective, meaning: Pit Lords, which are, sadly, inferior to Pit Spawns in many aspects.
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veco
veco


Legendary Hero
who am I?
posted October 08, 2009 09:30 PM
Edited by veco at 21:33, 08 Oct 2009.

Vermins are great vs opponents who like to turtle, have limited mana and don't have ranged potential. This rules out every faction other than Necropolis and Fortress. You sacrifice your level 1 creature actions to cease casting after 2-3 turns. Gate first, hope for morale and start draining, having Pitlords in army is irrelevant.
Necros and dwarves can't take them out from a far easily so they will be pressured to break their defence line and come out or somehow disable them with a hero action drawing attention from your key units.
Of course vs AI it doesn't really matter since it can't use magic properly but then again Vermins have +1 Speed

edit:
You can also try to use them vs a Warlock, just place them far away from your other units since they are sure to focus fire on themselves. That's one less Implosion on Devils/Nightmares
Usually you will want to use Familiars instead and for good reason - in the sad event of the Warlock having too much mana it's better to charge right away
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted October 09, 2009 03:59 AM
Edited by Azagal at 04:01, 09 Oct 2009.

Quote:
Syphon Mana on it's own is weak

Try hasted Vermins (17 initiative morale makes it really nasty) together with their Gates they'll drain any opponent dry who has ~120 Mana faster than you think... And as Veco is saying you'll force the opponent to attack them which is great since your damage dealers will stay unharmed longer. Vermin are freakin sweet.

But of course against low mana opponents like Knights and Orcs I'd prefer Imps. It really depends but Siphon mana is by no means weak. It's great
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"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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odium
odium


Known Hero
posted October 09, 2009 08:31 PM

Hi everybody, after some time apart from playing Heroes 5, I decided that it was time to play it again. Since after finishing the campaigns, I did not play that much with Inferno, I wanted to test it. I played the map "The giants" on heroic. I want to say that with respect to creeping I did not have problems since at the end of the second week I had already conquered the second castel. The problems for me start when dealing with the big stacks like packs of dragons. With Haven I would be able to take Utopia on this map in the 3rd week or so. With inferno however I had to amass a really big army in week 5 in order to do the deed with small casualties. The bigger problems happened when trying to pass the garisson in order to attack the other hero (this has happened in the begining of week 6). Most of my army has been lost and now I cannot venture anymore on the other side.

I used the classic Deleb with warmachines, attack, gating and then I was given a choice between distructive and summoning. I chose distructive but as it was logical this skill did not help me much when facing those numbers. Am I doing something wrong?
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