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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 ... 23 24 25 26 27 ... 30 · «PREV / NEXT»
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted June 30, 2010 04:57 AM

Meaning that spells need the same spell school to be effective.  Dark magic advanced or expert has zero effect on light magic spells (from the tome or otherwise).
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demonpheonix
demonpheonix


Hired Hero
zombie
posted June 30, 2010 03:39 PM

yes, thats pretty basic, but i was wondering if Veco meant that no-mastery dark was somewhat effective, contrary to no-mastery light
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veco
veco


Legendary Hero
who am I?
posted June 30, 2010 05:00 PM

Dark with no mastery can still disable/disrupt enemy troops with Blind/Frenzy/Puppet and although it will be weak in effect - it will still be much more noticable than almost non-existent buffs.
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Trianox
Trianox

Tavern Dweller
posted July 04, 2010 06:02 PM

Depending on the situation, would you recommand
- Swift mind
or
- Teleport Assault

Situation A) You have the perk "Power of speed".

Situation B) You have the perk "Power of endurance".

Situation C) You are using light magic. (The skill/perks and A+B)

Situation D) You are using dark margic.

In B), you probably are trying to counter an other might faction.

I'm asking, because with Pit Lord or Pit Spawn I always find it really useful to use Teleport assault.
Furthermore, I can be use to take advantage or counter rage and so on.

Actually, I did not play with Swift mind enough to know if it makes a good difference or not. I usually go "all might" with deamonlord build.

Attack and logistic are the first skills I always pick.
I usually pick Luck as well.
If leadership appear, I take it.

To effectively use light or dark magic, is Swift mind mandatory or it's just "good but nothing exceptionnal so you can pick teleport assault instead" ?

Last thing, I don't know for you guys... but I never really encountered any problem against destructive or dark spells being played against me. I usually dry opponent's hero mana pool with vermins before he can act. - Whatever if I lose an action or a possiblity to gate, if I face a Warlock or a Wizard, I really don't want to get armagedon in my face or puppet master. -_-
However, I get problems against Nur who uses Archmages, that -50% mana cost ring, and arcane training -20%. But really except that one... magic users aren't much of a problem.
Did I only encounter poor magic users or was I just lucky?
=)

So what do you thnink?


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demonpheonix
demonpheonix


Hired Hero
zombie
posted July 04, 2010 07:00 PM
Edited by demonpheonix at 19:14, 04 Jul 2010.

i'd say you got lucky.  in my experiences with academy, they often have so much knowledge that i cant drain their mana enough to have an effect even after a few turns, let alone before they can act.  also, infernos high attack and low defense mean that frenzy, blind, puppet master, etc are enormously effective, especially when combined with infernos crappy chance to get light, and the tendency of casters to get sorcery and act faster than you would have been able to counter them anyway.  
finally, vermins crappy drain and the fact that they have lower initiative than heroes means that a warlock is pretty likely to be able to pull off that empowered armageddon or meteor shower that will devastate your multitude of troops.
inferno is just inherently weak against dedicated casters.  it's a might town with limited options to counter spells.  the familiars/vermin might be enough to stop a knight or ranger from casting, but can't compete against a wizard or necromancer
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Trianox
Trianox

Tavern Dweller
posted July 04, 2010 07:35 PM

You're probably right, I must have face crappy opponent. =)

Else, what do you think about my other questions?

Thanks!
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demonpheonix
demonpheonix


Hired Hero
zombie
posted July 04, 2010 09:42 PM
Edited by demonpheonix at 21:44, 04 Jul 2010.

personally, i would pick teleport assault.  my reasoning for this is that for inferno, swift mind is a way to cast a spell to reduce the damage your troops take while they are gating.  teleport assault however, is useful throughout the battle, allowing your troops to act faster and appear anywhere.  but teleport assault also allows access to urgash's call.  with urgash's call, you can gate troops into the paths of enemy units and can block shooters, greatly reducing the damage the enemy can do to your real troops.  this is even more pronounced when you have light magic, because when your hero casts that endurance or haste, it will also affect gated troops.  
but in a small map where you don't think you'll be able to get to urgash's call before the enemy rushes you, then go for swift mind.  the pathfinding prerequisite for tele assault would also be less useful in that situation.
this is just my opinion as someone with limited experience in multiplayer.  you'll probably want to check with someone more experienced than me (like veco) before doing what i suggest.
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Trianox
Trianox

Tavern Dweller
posted July 05, 2010 08:31 AM

Humm, I would agree with you regarding teleport assault but you are right, if someone would talk of experiences, that would be handy.

Weeeell... I'm very comfortable with teleport assault and power of speed help me to reach a wooooping 25 initiatives for nightmares and 19 for firehounds... even if I don't have any light skills.

With teleport assault, I'm able to take my nightmare or firehounds (or almost any units) and bring them back right before my opponent would act, even if my ennemy was suppose to act right after my hero. This tactic often saved me from having my ennemy attack and killing some of my troops.
The action sequence looks like this :
1- Nightmare
2- imps
3- firehounds
4- ennemy unit
5- ennemy hero
6- my hero
7- ennemy units
8- ennemy units
9- my remaining units
10- nightmares

With teleport assault, the position "7" is replace by one of my unit.
With Swift mind, would my hero be place sooner enough to take enough advantage of power of speed bringning my remaining units (9-10) to act before ennemy ones again?

The global higher initiative with Power of speed bring my units to act on a ridiculous rate. 25 initiatives is awesome. (!!!)
On the other hand teleport assault allow me to move anywhere and have in some way "an extra attack".

I did not play enough with Swift mind to know, from experience guys, would Power of speed be even more efficient if I had the opportunity to have my hero cast it sooner due to Swift mind or the perk doesn't make such an important differences?

Thanks
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Kispagat
Kispagat


Famous Hero
posted July 05, 2010 03:20 PM

Between swift mind and teleport assault in multiplayer 99/100 swift mind is the right choice. Teleport assault is only an option if you are sure you will get Urgash' call.

Casting a spell early in a battle means huge advantage both creepingwise and in the final battle.

Usually the real question for inferno is warpath and snatch or swift mind and swift gating. But you cant decide this question in general, depends a lot on map, opponent faction.

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demonpheonix
demonpheonix


Hired Hero
zombie
posted July 05, 2010 03:52 PM
Edited by demonpheonix at 15:53, 05 Jul 2010.

well, i can usually manage urgash's call, so i suppose my suggestion was skewed.  good to know
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Trianox
Trianox

Tavern Dweller
posted July 05, 2010 07:24 PM

Ah, the Swift mind bonus does really make a difference!

As I mostly use Nebiros, Urgash's Call isn't an option anyways.

However, honestly, I never took Snatch of Warpath... does Warpath really makes a difference?
As I also use a second hero to grab resources Snatch didn't seem that interesting. However, I might pick it for map with sailing I bet.
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demonpheonix
demonpheonix


Hired Hero
zombie
posted July 06, 2010 03:06 AM

warpath is pretty good.  think about it this way: a rally flag gives 400 movement points, and warpath gives you 250 per battle.  so every time you battle a monster, you get a little over half a rally flag.  that can really add up over time.
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zaio-baio
zaio-baio


Promising
Famous Hero
posted July 07, 2010 08:21 PM
Edited by zaio-baio at 20:25, 07 Jul 2010.

swift mind < teleport assault/familiar ground vs computers, and >> vs players, mass light/dark in the beginning is normally much, much better than teleporting a single stack(except if u manage to block some shooters) and later on frenzy and puppet may be gamebreaking. Players always surround their archers with meatshields, so blocking them is impossible.The heroes have normally 10 initiative, so they cant prevent any initial charge ( emerald dragons/pallys/unicorns etc...). However the most simple and reliable use of swift mind is to cast mass endurance - easily accessible through power of endurance.It doesnt have counter spell and will give to the infernal troops enough defence to withstand the charge.Other options are to cast  puppet(if u have high spell power) or frenzy on the enemys stack, that plays right after your hero - uncounterable and quite painful

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Trianox
Trianox

Tavern Dweller
posted July 07, 2010 08:27 PM

Ahh yes - good hints! - Thanks! ^_^

Would you still pick defense for mass endurance against a more magic faction oriented?


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veco
veco


Legendary Hero
who am I?
posted July 07, 2010 09:21 PM

Yes, especially so if you suspect the enemy of getting Dark. Demonlords have abysmal defense ratings so the 30% reductions pays off most on them. Power of Endurance is always a solid start even if a bit boring You might have to recast it though along with Power of Speed as your low spellpower might make the buff disappear before too long. It's not a big setback though, since you would want to recast it anyway to buff your gated stacks when they finally appear on the field
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted July 07, 2010 11:22 PM

Swift Mind > Everything. Casting before the heavy critters of the enemy is simply divine no matter whether you go Dark or Light or anything. I once swift frenzied a Crystal Dragon and on his turn (directly thereafter^^) he nuked the ponies and windrunners. It was basically no fight from there. Seriously though Swift Mind has got to be one of the most game changing perks out there if it gives you a decent boost. God I love Swift Mind so much <3.
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zaio-baio
zaio-baio


Promising
Famous Hero
posted July 08, 2010 12:09 AM

Urgash's call is great, its my favorite ulti, but it's too expensive - it means no tactics and no mass haste, also the instant gating shows something very important - the demonlord doesnt have  master of mind and master of curses ( see skillwheel ) which means that the opposite faction can freely cast mass haste, mass righteous and  mass divine.Furthermore a sylvan/heaven etc will always have mass endurance - just for the start ( i assume serious game, btw if u dont gate with some of your stacks at their furst turn, u'll be slaughtered surprisingly fast) and in some cases arcane intuition - it shows exactly what you have.The sad thing in the whole story is that Urgash's call lets you have the right skills, but the wrong perks.And if u aim straight for it you will most likely end up without defence in the final battle ...    

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Targash
Targash

Tavern Dweller
posted July 19, 2010 04:39 PM

I am playing this game for about 1 month. And i liked very much to play with inferno faction.

I was wondering what units are really usefull and effective to build theirs dwelings fast.

Do anyone has a good build order?

I think that horned grunts and seducers are quite usefull for creeping. Cerberus and Firehounds are too weak and you need lots of them to be effective. Nightmares and hell stalion die fast too and donīt do much damage. Pit spawn is powerfull alongside with archdevils.

I usually use this build order:

Week 1:
Demon tower
Demon bastion
Town hall
Infernal loom
Imp crucible
familiar crucible
hall of temptations

Week 2:
City hall
Hall of sins
Heart of the pit
Citadel

and the rest is up to the map (resources). As hero i usually use Deleb or Grok. I usually build magic guild week 2, because i like to save mana for hellfire (which is very effective for demonlords because they dont have spellpower high enought to effectively use spells. dark spells has a very short duration).

Any suggestions?

Thanks

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 21, 2010 10:14 AM

I tend to only use first 4 tiers in creeping, only upgrading vermin. Grunts with such wide range are too unreliable to use leap vs neutrals and cerberi require sulfur/wood that is better spent elsewhere. That said cerberi with tactics is a good way to tackle shooters if you lack warmachines and succubi seducers aid a lot in creeping. In first week I try to gate with everything I have - big vermin stack in corner surrounded by 2-3 demon fodder stacks and use hero attacks and mark of the damned. By the time gated stacks die you can run around with vermin till hero finishes the job, or hopefully the stack is weakened enough to kill it with melee. If unit is large, gates should delay it from reaching your true units quite a bit.

Week 3 onwards devils can do a decent job.
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Targash
Targash

Tavern Dweller
posted July 21, 2010 02:21 PM

Quote:
I tend to only use first 4 tiers in creeping, only upgrading vermin. Grunts with such wide range are too unreliable to use leap vs neutrals and cerberi require sulfur/wood that is better spent elsewhere. That said cerberi with tactics is a good way to tackle shooters if you lack warmachines and succubi seducers aid a lot in creeping. In first week I try to gate with everything I have - big vermin stack in corner surrounded by 2-3 demon fodder stacks and use hero attacks and mark of the damned. By the time gated stacks die you can run around with vermin till hero finishes the job, or hopefully the stack is weakened enough to kill it with melee. If unit is large, gates should delay it from reaching your true units quite a bit.

Week 3 onwards devils can do a decent job.


I will try this. Yesterday I managed to kill lots of creeps just with gatting and heroes attack until the enemy is weakened then finish with horned grunts. But i agree that the damage range of horned grunts are too wide (1-4 damage).

Elvin, could you post your build order? And main tactics (units used and how) for mid-late game? Thanks.

For hero, I figured that Deleb is not so good endgame, because balista is too easy to destroy and donīt cause a lot of damage nowadays. Of course Deleb is very usefull for creep early game.

For skill pics, i usually go for:

Attack - with battle frenzy and power of speed (extremelly useful);
Defense - with vitality and power of endurance;
Gatting - with hellfire, consume corpse and marked of the damned
Logistics - for swift gatting and faster exploration;
Luck - with expert luck is like about +30% damage (not truly realiable)but with Nebyros without artifacts luck reach 40%;

I tried this in hot-seat games and is quite good.

I usually pic Nebiros, Grok or Nymus. Nymus is not very good early game, but late game his ability shines.

Suggestions?

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