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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Academy Faction
Thread: Heroes 5 Strategy: Playing Academy Faction This thread is 36 pages long: 1 2 3 4 5 ... 10 20 30 ... 32 33 34 35 36 · NEXT»
Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted April 21, 2006 03:07 AM
Edited by alcibiades at 00:04, 09 Oct 2007.

Heroes 5 Strategy: Playing Academy Faction

This thread is for discussing the strategy for playing Academy in Heroes 5.

To discuss Academy heroes in duel mode, go to Wizards in Duels topic.

Info at AOH: Heroes | Buildings | Creatures | Growth Chart | Skills | Specialties

Strategy Thread Group: Haven | Inferno | Necropolis | Dungeon | Sylvan | Academy | Fortress | Stronghold
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Gom_Jabbar
Gom_Jabbar


Promising
Famous Hero
Revealer of Truth
posted June 05, 2006 12:23 AM
Edited by Gom_Jabbar at 00:38, 06 Jun 2006.

Level 1

    Gremlin
good parts:
-good growth rate
-good attack and defense
-decent health
-decent damage
bad parts:
-low initiative and speed
    Master Gremlin
good parts:
-good growth rate
-good attack and defense
-decent health
-good increase in initiative
-improved number of shots
-repair ability
bad parts:
-low damage
conclusion:
-as the Gremlin is quite a medium to low level 1 the Master Gremlin is far better, with a good increase in initiative that helps a lot in dealing more damage, and the repair ability making it a good support unit for the Golems; a real  “must” upgrade.

Level 2

    Stone Gargoyle
good parts:
-good growth
-good attack and defense
-good health
-good initiative and speed
bad parts:
-low damage
    Obsidian Gargoyle
good parts:
-good growth
-good defense
-very good health
-good initiative and speed
-immunities
bad parts:
-low damage
conclusion:
-the elemental ability can have its benefits and drawbacks; very good defensive unit, great for taking the damage of the first retaliation and getting killed sparing more important units or defending the shooters; and it looks like s**t

Level 3

    Iron Golem
good parts:
-good attack and defense
-rather good health
-immunity to slow (doh!!)
-magic-proof 50%
bad parts:
-low initiative and speed
    Steel Golem
good parts:
-good attack and defense
-good health
-immunity to slow
-magic-proof 75%
-unlimited retaliation
bad parts:
-low initiative and speed
conclusion:
-the golem hasn’t changed much; it’s the same sturdy creature, a bit more damage reduction from damaging spells, and its sure to take down a good part of the enemies that try to kill them, but very hard to use as an offensive unit so you can use them for defensive porpoises; not many changes for the upgraded version so it mustn’t be your immediate goal to upgrade them.

Level 4

    Mage
good parts:
-good attack and defense
-good damage
-no range penalty
-good spells
bad parts:
-low hp
-low number of shots
    Archmage
good parts:
-good attack and defense
-no range penalty

-good spells
-energy channel
bad parts:
-low damage
-low number of shots
conclusion:  
-they don’t have a very high damage, although the “no range penalty” compensates when dealing with other shooters, but the spells are a lot more powerful and should be used in favor of the direct damage; also the “magic attack” ability is a bit hard to master but if strategy permits it can do a lot of damage; as for “energy channel” you can figure it out yourself.

Level 5

    Djinn
good parts:
-cheap
-good damage
-good initiative and speed
bad parts:
-low hp
    Djinn Sultan
good parts:
-cheap
-good damage
-good initiative and speed
bad parts:
-low hp
conclusion:
-even if they are cheap getting there it’s quite expensive, especially for the upgraded version; they are good damage dealers but because of their low hp they wont last long; the “random caster” ability it’s a good thing but you cant really rely much on it.

Level 6

    Rakshasa Rani
good parts:
-good attack
-good damage
-good hp
-no enemy retaliation
bad parts:
-modest defense
-modest initiative and speed
    Rakshasa Raja
good parts:
-good attack
-good damage
-good hp
-no enemy retaliation
-dash
bad parts:
-modest defense
-modest initiative and speed
conclusion:
-very good attack creatures especially resistant in melee due to the “no retaliation” ability, able to deal a lot of damage ; also the “dash” ability of the upgraded version should be taken into consideration since their initiative its even lower then that of the normal version.

Level 7

    Colossus
good parts:
-decent attack and defense
-good damage
bad parts:
-rather low hp
    Titan
good parts:
-decent attack and defense
-good damage
-shooter
-call lightning
bad parts:
-rather low hp
conclusion:
-the un-upgraded version its quite week being the only level 7 that cannot fly; so the shooting ability the upgraded version gets it’s a very good change especially combined with “call lightning”; anyway the Titan is a middle class level 7, but nevertheless it’s the only level 7 that can shoot  

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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 05, 2006 03:33 PM

I can't agree with you about golems. They are GREAT at the beginning. There are only two things you have to remember - upgrade gremlins to master gremlins and split your golems into a few stacks to prtect their mechanics. Upgrading golems is important because of their endless retaliation and higher damage.
The early game strategy for academy is quite simple and overwhelmingly effective!
1. Upgrade gremlins.
2. Split golems into a few stacs to surround master gremlins.
3. Defend with your golems, kill creatures with spells or golem retaliation, ressurect golems with gremlins.
4. Win a fight with almost every walker/flier (besides dregons with acid/fire breath)

This strategy gives anademy great boost at the beginning, because a lot of your fights without any loses.
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Gom_Jabbar
Gom_Jabbar


Promising
Famous Hero
Revealer of Truth
posted June 05, 2006 09:13 PM

Quote:
conclusion:
-the golem hasn’t changed much; it’s the same sturdy creature, a bit more damage reduction from damaging spells, and its sure to take down a good part of the enemies that try to kill them, but very hard to use as an offensive unit so you can use them for defensive porpoises; not many changes for the upgraded version so it mustn’t be your immediate goal to upgrade them.


Did this sound like I was saying the golems are bad?
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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 05, 2006 09:21 PM

I just wanted to say taht you've underestimated them One more big plus for them - While having Logistics->pathfinding->march of golems and +2 speed, +24% initiative creature artifact (recommended also +6HP) they're AWESOME
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Gom_Jabbar
Gom_Jabbar


Promising
Famous Hero
Revealer of Truth
posted June 05, 2006 09:46 PM

I was talking about the creatures not the abilities of the heroe. If that is the case just imagine how good would be for all the warlock and knights creatures with "Aura of Swiftness" (+1 to speed of all creatures). The choice of getting the ability or not is yours, but the creatures stats are not.
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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 05, 2006 10:09 PM

I'm happy that something is going on in this topic 'cause I'm Academy fan
I just wanted to show how golems are good and how better the could be with small help. There is a difference between 'Aura of Swiftness' and 'March of golems' - first is related to all creatures (also it's bonus could be given to golems) and 'March' is dedicated only to golems so it's much more powerful for certain type of creaturec (nota bene 'aura of swiftness' requires 7 skill points for knight and 4 for warlock. While warlock's way to gaining 'aura' is quite short - equal to wizard's 'march', knight's path is longer).
This thread is about whole academy gameplay tactics and strategy - that's the reason why I started discussion about golems. I'm not attacking neither you nor your opinion - just tryin' to show some features you didn't mean.
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Gom_Jabbar
Gom_Jabbar


Promising
Famous Hero
Revealer of Truth
posted June 06, 2006 12:37 AM

Quote:
This thread is about whole academy gameplay tactics and strategy - that's the reason why I started discussion about golems. I'm not attacking neither you nor your opinion - just tryin' to show some features you didn't mean.

Good point here. Anyway, I wasn't being defensive here, just trying to say what i intended with my post.
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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 06, 2006 12:57 AM

So, any tactics suggestions? The early game (and quite good in mid game) is my tactic with golems. But what for further game? Some suggestions for late game?

At the moment to my mind comes only some tips about heroe's skills:
- choose Dark or Light Magic combined with Sorcery - very useful boost/weakening for creatures. Choosing both skills also would be very effective.
- while taking Sorcery forget about erratic mana and mana regeneration - you don't need cheap spells 'cause your knowdledge is always huge
- very useful skill is logistics with pathfinding->march of golems (i wrote wyh a few posts over)
- choose leadership or morale skill (i'd rather prefere morale 'cause my golem-freaky nature <artificial glory> - you should have boosts for your (very often) weak in thoughtness creatures (you should kill enemy before he can move his troops)
- USE ARTIFICER!!! why? 'cause you could dismantle artifacts WITHOUT LOOSING EVEN ONE RESOURCE - the most useful improvements are +speed, +initiative, +health
- if you like quite offensive tactics - choose my-avatar-heroe (i forgot his name probably sth. like Nazhir?) - his flame wielder ability and beggining the game with destructive magic + master of fire + fireball is very good boost for quick taking the mines in the neighbourhood
- if you like defensive tactics - forget about djinis and rakshasa - rush for giants.
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SuicidalNecro
SuicidalNecro


Hired Hero
posted June 06, 2006 01:17 AM

I never use Colossus unless if town is attacked and I need units immediatly. I've found them useless and costly bait. The Titan is far better.

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Vicheron
Vicheron


Known Hero
posted June 06, 2006 01:29 AM

Wizards need to pick at least the offense secondary skill because they never gain attack when they level up. They never gain defense either so they should pick armorer too.

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Fuzzier
Fuzzier


Adventuring Hero
posted June 06, 2006 07:17 PM

Djinni are very weak, just like those in H3.
And this time, they are impossible to protect, because they take 2x2 blocks!
Very sad to see them wiped out fairly quickly in the last battle against Sovereign in the campaign.

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Shauku83
Shauku83


Promising
Famous Hero
posted June 12, 2006 02:18 PM

Quote:
Wizards need to pick at least the offense secondary skill because they never gain attack when they level up. They never gain defense either so they should pick armorer too.


Ofcourse both skills are always good, no denying there.
But there are Mass Endurance, Righteous Might.. Spells can compensate for those skills very well (+12 Attack, +12 Defence) and then Sorcery is the most important, to give you the advantage in spell-combat. If you don't go for Light Magic, then  one could take Defence to give you more time to cast offencive spells. I would never go for both Attck and Defence with Wizard. Cause every other town does better with those skills. If the map is Huge(coming in expansion) then going for both might pay in the Huge endfight.

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 12, 2006 09:07 PM

Quote:
So, any tactics suggestions? The early game (and quite good in mid game) is my tactic with golems. But what for further game? Some suggestions for late game?

At the moment to my mind comes only some tips about heroe's skills:
- choose Dark or Light Magic combined with Sorcery - very useful boost/weakening for creatures. Choosing both skills also would be very effective.


True sorcery is a must but I tend to go for light-summoning(resurrection,teleportation,buffs,summons,phantom forces- maybe a magic insight would do for that) or light-destructive.Wizards without damaging spells?Blasphemy!Library ensures always having lvl 1-3 destructive spells(50-50 for 4-5 lvl) and mark of the wizard puts them to good use!Warlocks cause more havoc with these but hey,never underestimate a wizard's skill!You may find them to be better than what they initially seem.

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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 12, 2006 09:28 PM

I agree with opinion that sorcery is essential for wizard 'cause giving him boost in spells fight.
For Academy hero i'd rather choose this skills:
- defence - our creatures should survive the combat - it's the main target (i enjoy defencive tactics with golems/gremlins, gargoyles blocking opponent's shooters and supporting rakshas/mages)
- sorcery - reasons were written above
- light magic - primarly 'cause resurrection and secondly 'cause blessings
- logistics - faster hero (logistics + pathfinding), quite useful scouting and really good march of golems
- one other magic (i'd rather prefer dark magic with curses - mainly slow and suffering/weakness than direct damage or very weak <despite phantom forces> summoning)
- early taken enlightment - bonus XP and (what's more important) additional spellpower/knowledge.

Instead of logistics and/or enlightment, leadership and/or luck could be taken, but IMHO perks of those skills are quite useles for wizard (only useful would be magic resistance).

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juventas
juventas


Adventuring Hero
posted June 13, 2006 02:29 AM

I haven't played Academy just yet, so I have a few questions:

1) Wouldn't attack be a logical choice for the wizard so he can take archery?  I mean, half the units are ranged creatures.

2) Since the mages guild specializes in light and summoning, would it be best to take those two magic skills?

3) I'm a fan of war machines.  Is artificial glory and ballista a good combo?  How does remote control work; do you get to choose the war machine you steal?

4) I heard somewhere that your knowledge stat determines how powerful your artifacts are.  Is this true?
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Vicheron
Vicheron


Known Hero
posted June 13, 2006 08:23 AM

Quote:
1) Wouldn't attack be a logical choice for the wizard so he can take archery?  I mean, half the units are ranged creatures.


Yes.

Quote:
2) Since the mages guild specializes in light and summoning, would it be best to take those two magic skills?


Light Magic is a must for Wizards. They need the buffs to compensate for low attack and defense. I don't like Summoning Magic, other than Phantom Forces and Phoenix, Summoning spells suck.

Quote:
3) I'm a fan of war machines.  Is artificial glory and ballista a good combo?  How does remote control work; do you get to choose the war machine you steal?


I have found that Wizards rarely get offered Leadership.

Quote:
4) I heard somewhere that your knowledge stat determines how powerful your artifacts are.  Is this true?


Yes.

The Heroes 5 Academy is almost identical to the Heroes 3 Tower so their strategies are similar as well.

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 13, 2006 09:20 AM

Quote:
I haven't played Academy just yet, so I have a few questions:

1) Wouldn't attack be a logical choice for the wizard so he can take archery?  I mean, half the units are ranged creatures.


You might also consider battle frenzy.Mages have no range penalty and their damage would go from 7 to 8 while also making gemlins more efficient.Adding the archery bonus...

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hobowu
hobowu


Known Hero
posted June 14, 2006 11:27 AM

I have a question, how do you make artifacts??
I haven't seen an icon that lets you make an artifact for your creature...
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neoexdeath
neoexdeath


Adventuring Hero
posted June 14, 2006 01:24 PM

To make an artifact:

1.Your hero must have an artificer skill
2.You must have arcane forge built
3.Your hero must be in town with arcane forge
4. On the town screen there is a set of buttons in the lower left corner of the screen. Arcane forge is the big button in the middle

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