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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 · «PREV / NEXT»
hobowu
hobowu


Known Hero
posted June 15, 2006 12:46 PM

ahh, thanks i got it now!, i never used to look at bottom left lol...
thanks so much!
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88kiddiem
88kiddiem

Tavern Dweller
posted June 27, 2006 07:08 PM

can soemone please tell em how the scholar skill works:

do both heroes need to ahve scholar skill

if my main hero has the skill, does he/she give his/her spells to the other hero or does my main hero only gain the spells the other hero has

cheers

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 27, 2006 10:00 PM

artifacts are fun, but unfortunately, very expensive. Another campaign-only skill When playing human opponent, you never even get the possibility to make'em, bcuz you save resources for expensive buildings and - most probably - costly mage guild..

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BigBadVoodoo
BigBadVoodoo


A poster
posted June 27, 2006 10:12 PM

+damage artifacts are good for big stacks of gremlins lol

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Pitsu
Pitsu


Adventuring Hero
posted June 27, 2006 10:37 PM

Quote:
+damage artifacts are good for big stacks of gremlins lol


You were in some kind of beta testing, right? There are no +damage miniartifacts in the final game. Probably removed since they were too good.
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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 28, 2006 12:47 AM

Sadly trey're removed... but yes - they were a bit overpowered but other fractions' extras are more overpowered - like Necromancy.

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Shauku83
Shauku83


Promising
Famous Hero
posted July 07, 2006 04:34 PM

Academy, any advice how to defeat lots of Royal Griffins as early as possible. This is a really difficult fight for me atleast, I suffer lots of losses. The Gremlin & Golem combo doesn't work on them. Anyways, if you have come up with good ideas I'd like to hear, thanks

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Klaital
Klaital


Known Hero
posted July 07, 2006 05:01 PM

The +hp artifact is real good for lots of gremlins too.

Oh and the same tactic works against them too, just always MOVE when they battle dive, then once they come back continue hitting them. Remember griffins are large creatures so you can keep all your golems in one stack to block them from getting to your gremlins in the corner.
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Klaital
Klaital


Known Hero
posted July 07, 2006 05:07 PM

Quote:
can soemone please tell em how the scholar skill works:

do both heroes need to ahve scholar skill

if my main hero has the skill, does he/she give his/her spells to the other hero or does my main hero only gain the spells the other hero has

cheers


Only one of the heroes needs the skill, however note that for spells above 2nd level the hero still needs the appropriate magic skill to learn the spell.
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Shauku83
Shauku83


Promising
Famous Hero
posted July 07, 2006 05:14 PM
Edited by Shauku83 at 17:59, 07 Jul 2006.

Golems have an initiative of 7, so the Griffins get to dive and land before they can move on some occasions, resulting in all Golems death. Gremlins can't keep up with the resurrection...and Griffins target them..

If it does work on someone, like you Klaital, could you tell more specifically how you dealt with them. How many creatures did you have and in how many stacks were the Griffins in. Thanks.

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Klaital
Klaital


Known Hero
posted July 07, 2006 09:14 PM

The griffins target the gremlins so it doesn't matter how fast the golems are. Put them in this kind of formation in the left corner

XGGX
1XXX

Where G is where golems are, X are empty squares, and 1 is where gremlins are, then move gremlins one square right if the griffins dive, and then back left if they dive again, and just defend with golems (obviously have steel golems so they have unlimited retaliation) also haste on the gremlins helps. Usually I have noticed that if they are going to battle dive, all of the stacks do it at same time, which makes it easier.
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drlucifer
drlucifer


Adventuring Hero
The Surgeon of Death
posted July 10, 2006 07:20 PM

Academy Tactics


I also found going for the hero starting with Fireball to be a good strategy.  

Gremlins are much better with Artificier giving them +HP and +Attack bonuses, although even then they are not spectacular.  Archery is probably a good idea, as are any damage-increasing artifacts/abilities.  Oh, and upgrade them.
Gargoyles... so far, the only real use I've found for these is first attack (to use up retaliation, their defense is pretty good) and to finish up smaller stacks before they get to your gremlins/mages.  
Golems also are somewhat disappointing as melee units, actually.  Their slowness does not work in their favor.  
Magi are also much better upgraded, for the extra HP especially.  The magic attack can be very powerful at times, as can Fireball.  Obviously, the attack you use will depend on where the troops are, but you can still count on some serious damage from these guys.  Probably my favorite Academy unit.
Djinn are weak, and when combined from the fact that the AI LOVES to target them, I have rarely gotten to use them as melee.  I'll hold off on judgment on that for now.
Rakshasas are okay, just slow.
I have never bothered using Colossi.  Titans completely change the tactics of Academy and ensure that you will almost always be defending and forcing your opponent to cross the battlefield.  Considering that your Gargoyles, Golems, and Rakshashas are all slow, this is useful.

If you're reading this because you haven't played Academy yet and are looking for some tips, let me warn you that you will need INSANE amounts of ore and gems to develop the castle.
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Doctors are not necessarily your friends.

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Klaital
Klaital


Known Hero
posted July 10, 2006 08:11 PM

The reason AI targets the djinns is that they do ridiculous damage, but have rather low hp.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 10, 2006 08:20 PM

so don't use djinns for creeping,save them for the big battles, they do the most damage of all academy units ^_^

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neoexdeath
neoexdeath


Adventuring Hero
posted July 11, 2006 12:12 AM

Quote:
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.


I've tried this strategy and either I'm doing something wrong or it's not as effective as it seems.

Week 1 I usually have around 50 master gremlins and 9 iron golems (3 stacks of 3 golems). I place gremlins in a corner and golems around them. The problem is that a stack of 3 golems dies really fast and sometimes enemy creature moves on top of a dead golem preventing resurrection

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Shauku83
Shauku83


Promising
Famous Hero
posted July 11, 2006 12:13 AM

Quote:
The griffins target the gremlins so it doesn't matter how fast the golems are. Put them in this kind of formation in the left corner

XGGX
1XXX

Where G is where golems are, X are empty squares, and 1 is where gremlins are, then move gremlins one square right if the griffins dive, and then back left if they dive again, and just defend with golems (obviously have steel golems so they have unlimited retaliation) also haste on the gremlins helps. Usually I have noticed that if they are going to battle dive, all of the stacks do it at same time, which makes it easier.


Thanks for the tip, I tried it out. Well an easy fight this isn't for sure, or one without losses. I battled against 33 Royal Griffins... I just barely won the combat on some occasions. I had level 4 Flame Wielder to help and Mark of the Wizard; spells Fireball, Eldrich Arrow, Magic Fist and Divine Strength.

The problem is, The Griffins get to land on my Gremlins before they get to move, because they have a much higher initiative (by 4). If they would get two moves in a row, they would dive out the Gremlins (smart AI, I am shocked). Perhaps the Haste spell is necessary? I am bound to loose big portions of Gremlins, which means Golems can't get as much health back etc. If they (evil Griffins) get morale in a drastic situtation, then it can be a defeat. I used a few Gargoyles also as a decoy, and they helped. But the losses are still unbearable, or the Griffins must be blocking Tears of Asha

So I need atleast 100 Master Gremlins, of which I am to loose 65-80 or so. I had 50 Golems (not upgraided, it's Heroic...), of which 6-12 remained. Without Flame Wielder I wouldn't have won, though, cause he killed most of the Griffins. And I definately wouldn't dare take this fight in multiplayer!

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Lamento
Lamento

Tavern Dweller
posted August 24, 2006 12:33 PM

raise

Hi!

I decided to find some good tactics, tips for academy. I can't believe this town how (expensive, and poor units)
So i have some idea how can we survive the life with academy

Heroes
My best "friends":

-Jhora : Windspeaker. above lvl 20 its amaizing how lots we can cast.
-Galib : maybe a good hero against warlock, but i think the default Magic Mirror perk is enought...and Luck is useless skill for academy in combat (only resourcefullnes and spoils of war are good)
-Nathir : very good choice. start with fire ball + master of fire is cool. destructive magic for academy hero a must have-skill, and with Nathir we have 100% 1 destr spell.
-Razzak : for first look this heros is crapppy, but i think not!
He starts with DEFENSE. that skill must have too(eva.,prot.,vit.).
Because there is only 2% chances to gain the skill defense, Razzak is a great hero. by the way golems are our first-line defense-units. with its huge stats (on lvl 20 +10/+10 at/def) and master gremlins....have a chance to sourvive some round

Skills
The useable skills/perks:

- Attack : Only for archery and battle frenzy. i think not the best choice this skill. Archery maybe sound good, but before titans (in end-game) we only have 2 ranged units(like some other towns). but if we have soma titans...
- Defense : must have skill. 30% lower damage,loss. and vitality, eavasion and prot are very usefull!
- Destructive Magic : neeeed to do huge damage in battle!! AND dont forget Master of Fire and Sap Magic. SM is a great choice (especialy againts dungeon). With Protection = 35% lower damage from spells. Its great!
- Enlightenment : errrrr. if we lucky gain some extra spellpower...else knowledge is not soooo usefull (only againts inferno -imp/familiar). i can't decided yet how useable Enlightenment to academy...
- Light Magic : another must have skill! M of abjuration and Wrath is foundational perk!! The blessing usefull againts dark magic (cleansing). If we gain the spell Resurection with expert Light is cool.
- Logistics : i give it to all my heroes. + movepoints is great. and march of the golems is usefull (especialy with Razzak)
- Sorcery : must have! no comment! only one thing: Counterspell! VERY-very-very usefull!! think to that: raise dead...raise dead...raise dead...raise dead....
- Summoning Magic : nothing specialy. i don't prefer this skill. only phantom forces and banish(inferno) could usefull.

Summ: Def, Destr, Light, Sorc the must have skills. the others depends on maps/enemys/manners...


Thats all (for a time)!
I would like to please all -who like to play academy, or want to play- to write his/her own tactics, ideas. Maybe the Tower isn't that s**t...maybe there is an ultimate combo which show the ultimate power of it

thx!
ps: so sorry for my english

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 24, 2006 01:04 PM
Edited by Doomforge at 13:05, 24 Aug 2006.

Quote:
Luck is useless skill for academy in combat (only resourcefullnes and spoils of war are good)


LOL?

You need resourcefulness to build those structures.. you NEED luck to deal extra damage (so much needed for academy..).. Waste of skill? lmao.

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TowerLord
TowerLord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted August 25, 2006 09:41 AM

actually doomforge i might agree with him... 3 stacks,have magic attacks, 1 stack has ressurection, so only 3 stacks will fully benefit from luck... I'd say Wizards should play it the Warlock's way ... Crushing the opponent with Destructive spells... the difference is , that the spells will come not only from the hero, but from his troops too! So they should be equiped with artifacts that make them last longer (+life , + magic resistance ,+ defense).

Now the role of Light Magic :

- Mass Deflect Missile , against ranged oriented towns( Haven, Necro, Sylvan)

- Mass Endurance , against Inferno especially (it's a must have)

- Ressurection, against Dungeon especially, but it's nice against all

The Tower, from Heroes 3, is actually alot different from the Academy! The Tower used to be the most powerfull in ranged attacks, but the Academy can't compete with Necropolis, and Haven ... and even with Sylvan ! Sure the Titan is the best archer but it comes in small numbers, and the stats of the Wizard don't help his ranged attack too much . So the power of the academy is in the spells of the troops!

The Titan casts unlimited Bolts with a higher dmg at range, than the normal attack... the ArchMage has the beautifull Fireball, and the Djin casts random Light/Dark spells. I'd choose Dark spells against key opponents, instead of Light spells on your own troops. And also there are the Master Gremlins, which can ressurect Golems, making your army last longer, giving more time to your Hero to blast your enemies, and even Rajas which can Dash, increasing their initiative!

The rest of your army has the only purpose to protect and last as long as they can.

If you don't get the Titans, and it's very likely that you don't, the ArchMages should be splitted in two stacks, so they can do more damage.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 25, 2006 09:53 AM
Edited by Doomforge at 10:43, 25 Aug 2006.

Let's count.. golems, gremlins, gargs, titans, djinns, raksashas.. yes, so "little" benefit from luck, "only" 6/7 units can use it.. oh, and mages too, if they're out of mana..

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