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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 ... 7 8 9 10 11 ... 20 30 · «PREV / NEXT»
Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted September 21, 2007 01:33 AM

Well yeah you can allways take Deleb as she is a super-broken-hero and most probably bannend... besides that I don't think it's much fun if you take here because you'll most probably win if you don't totally suck at playing this game(im not saying she is unbeatable but come on by the time your lvl 5 she is 10). For longer games I'd really suggest Grok and Nebiros. Grok is good because of his logistics+teleport thing and Nebiros has tactics --> nightmares and ceberi allways hit first turn + easy acess to excruciating strike which is very usefull against tier 7/6. I don't see the use of Alastor... And light magic is good for any Demonlord aswell as Dark magic. Light magic for haste, divine strength helps no faction as much as Inferno and cleansing if necessary. So basically Deleb (eventhough she is inmoral)> Grok/Nebiros >Grawl/Marbas/Nymus> the rest. Again im not famous poster but I consider myself an Inferno player with some experience.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 21, 2007 01:39 AM

It's not about famous posting Still in a long game she can get those skills just as easily. The only reason not to pick her is to avoid warmachines.
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V1p3R
V1p3R

Tavern Dweller
posted September 21, 2007 02:00 AM

She's banned?! LOL nice!. Pwn my friends with her =P. In that regard is dougal banned for haven?

Elvin do you think light magic is good for inferno to counter dark magic?

So dark magic/light magic/logistics and either luck or attack or war machines for inferno?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 21, 2007 09:02 AM

No, Dougal is alright now that training got rebalanced. Light may actually be of more importance for the demons it's just hard to get. For one they have a huge gap between minimun and maximum damage. Then they have vulnerability to dark. Third, they die easily.
So yes I'd say it suits them. I doubt I'd get 2 schools for them though, they are primarily might. Your skills depends on map length and overall strategy, I wouldn't pick light if I had little chance to learn light spells.
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86wyp
86wyp


Adventuring Hero
posted September 22, 2007 08:17 AM
Edited by 86wyp at 08:45, 22 Sep 2007.

Light magic is great for any might oriented faction.

Just want to say I love dark too for Inferno. When the opponent is haven or sylvan I doubt inferno will win a big battle with light magic considering the army sizes equaled, while dark may easily dominate the battle,at least it counters their light magic and buys some time for gating. When the opponent is using dark magic on inferno, generally they can curse back and then the gating units(not cursed)will likely to put inferno into some advantages. Or, if they are using destructive, you have the option to fight back using curse of the netherworld. Normally it does equal damage to an empowered implosion or less(depending on power). The only weakness with dark is its incapacity againest undead.  

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sdfx
sdfx


Famous Hero
posted September 22, 2007 03:18 PM

familiars > knight

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 22, 2007 04:01 PM

moraled gryphs > familiars

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sdfx
sdfx


Famous Hero
posted September 22, 2007 04:08 PM

Ummm no? Even if griffins start with 0.25 ATB and famialirs start with 0 ATB they will still drain and gate before they are dived.

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86wyp
86wyp


Adventuring Hero
posted September 22, 2007 04:25 PM
Edited by 86wyp at 16:26, 22 Sep 2007.

Quote:
familiars > knight


While even it is accurate, it doesn't mean Inferno > Haven, if you tried to indicate that.

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sdfx
sdfx


Famous Hero
posted September 22, 2007 04:40 PM

Yes, but the fact remains that haven needs to find someone interesting(a wizard, maybe a ranger) in tavern.

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted September 23, 2007 12:35 PM
Edited by feluniozbunio at 12:41, 23 Sep 2007.

All haven need is to be played good. Funny that you say that haven needs wizard heroes and academy needs knight heroes.For me it doesnt have much sense.

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sdfx
sdfx


Famous Hero
posted September 23, 2007 03:58 PM

Familiars drain mana so using someone else(meaning someone more reliable vs dark and still powerful) than a knight is much better. Sure, enlightenment->intelligence and some knowledge(arties, lucky level ups) may happen to knight but it's rather doubtful. Better to focus on some reliabale stuff.
It's just an option that may be used - there is no strict rule to use a knight all the time. For example, haven vs dungeon. A wizard can for example abuse counterspell vs a warlock. Magic mirror is kind of good too because it weakens impo a lot. Sap magic can be very handy too. So, it depends.. sometimes knight > wizard but sometimes it can be the opposite.

This knight in wizard town thing I said doesn't apply to TOH maps. It would with some slight modifications like more EXP, more creeps, more everything so that it's pointless that 1 hero fights (almost) everything by himself.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted September 23, 2007 04:09 PM

Round 1:
Haven!! Knight or Wizard as the ultimate Leader??Herewe go! Besides that... just because Familiars > Knight that doesn't mean that a Knight is a bad choice against Inferno... And eventhough Doomforge has a point... I still think that Familiars Initiative is to high to get a lot of Damage before they get to drain.

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sdfx
sdfx


Famous Hero
posted September 23, 2007 05:04 PM

If a knight has enough mana then he will do well vs inferno. If he doesn't then he will taste dark too much and probably lose. That's why a wizard may be better. He doesn't have might stats but that doesn't mean he is weaker - inferno won't be too happy about tasting MotW + frenzy/blind combo.

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Beowolf
Beowolf


Adventuring Hero
posted September 23, 2007 08:02 PM

Usually infermo players can easily counter frenzy with teleport assault. Teleported stack will do more damage to enemy and it will act before others most of the time. I don't know about You, but I cant imagine demon lord w/o logistic/path finding/swift gating/teleport assault combo. For me its unfair that haven (a.k.a. goodie good town) has access to all levels of dark magic via magic guild while inferno can only dream about light magic. Having divine strength, cleansing, magical immunity and resurrection at their disposal would help inferno a lot...

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sdfx
sdfx


Famous Hero
posted September 24, 2007 12:23 AM

Still, TA usually counters only 2nd action of frenzy. The first will bite hard. Not to mention that MotW means 2 frenzy at the same time.
No light(2% chance only, light spells hard to get) is the main inferno's weakness - no doubt about it.

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skullman
skullman


Famous Hero
banned
posted October 02, 2007 06:14 PM
Edited by alcibiades at 19:12, 02 Oct 2007.

Angels & devils together in a Knight or demonlord does not matter is a completly dangoures mix. belive me.

Moderator's note: Please keep it light on the smileys! One of each should be quite enough to express what you feal. Excessive use of smileys will be treated as Spam if it continues.

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ChaosDragon
ChaosDragon


Famous Hero
posted October 02, 2007 10:46 PM

Quote:
No light(2% chance only, light spells hard to get) is the main inferno's weakness - no doubt about it.


For now, but i'm sure patch 3.0 will change that fact.

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V3Z0W
V3Z0W


Hired Hero
Griffin Eternal.
posted November 24, 2007 09:51 AM
Edited by V3Z0W at 09:52, 24 Nov 2007.

Yesterday, I spend all day analising the Inferno faction.I've comed up with a strategy.I will choose this faction as my favourite and as a Hero I will always choose Grok because his abilities will be an important start.He is also the only hero that maches my demands.I will rise all the Inferno's most powerful abilities and skills on this hero.This are the most powerful skills and abilities:

Gating-Consume Corpse
      Mark of the Damned
      Urgash's Call
Luck-Soldier's Luck
    Swarming Gate
    Dead Man's Curse
Leardership-Diplomacy
           Recruitment
           Gate Master
Logistics-Pathfinding
         Swift Gating
         Teleport Assault
Attack-Battle Frenzy
          Excruciating Strike
          Power of Speed
Dark Magic-Master of Mind
          Weakening Strike
          Dark Renewal

As for the hero's part I'm done.I'm going to play now and come up with a strategy for the Inferno creatures as well.
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Elrath is with us.He always caries victory with him.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 24, 2007 10:13 AM

You probably spend a minute to look at the ultimate requirements Seriously though there are better things to aim for. It would be harder in a multiplayer game not to mention that the map would have to be full of encounters so that you can reach the level. Also ultimates are pretty unreliable, how many times have you tried to get one? It's easy to get offered 2 abilities you do not want in the end and have all these junk skills for nothing.

(Sorry for the others that you had to hear all this again.)
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Map also hosted on Moddb

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