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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 10 ... 15 16 17 18 19 ... 20 30 36 · «PREV / NEXT»
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 23, 2008 11:26 AM
Edited by Mytical at 11:26, 23 Jun 2008.

Go for ultimates a lot don't you.  They are easier to get now, that is true, but not always available when you need them.  Your set up is ok, but it depends on which town you face.

For instance against dungeon you want magnetic golems and probably obsidian gargoyles (spelling?).  Sometimes you just have to adapt your army to who you are facing.

Over all though, the concepts you have are very good.
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simko
simko

Tavern Dweller
posted June 23, 2008 11:28 AM

yes well you have a point there
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted June 23, 2008 11:50 AM
Edited by Cleave at 11:51, 23 Jun 2008.

Good luck getting Leadership with a Wizard.

I'd go with Empathy in that case.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 23, 2008 11:53 AM

If you find a memory mentor and have enough money, you can get it eventually.  
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simko
simko

Tavern Dweller
posted June 23, 2008 11:55 AM

yes, thats how i get leadership, sometimes i get it even without
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 23, 2008 11:58 AM

Jhora is nice, but I like Nur and Havez also.  Any expert academy player out there want to give me some hints on their build.  Not counting any 'ultimate skill' builds.
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simko
simko

Tavern Dweller
posted June 23, 2008 12:03 PM

i like nur and havez also, but i prefer ihora:
1. fast turns
2. if you manage to get arcane omnisciense you can cast all spells adn ihora's turn comes very fast
3.she's cute
4.good movement on  the map
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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 25, 2008 09:39 PM

a friend got really unlucky :
nathir level 12 only had 2 spellpower points (and of course my friend chose destructive magic)

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 25, 2008 09:43 PM

Quote:
i like nur and havez also, but i prefer ihora:
1. fast turns


Infact, in level 35 you only get 1.15 initiative bonus, really much dwarved by swift mind.
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kermit
kermit


Known Hero
Soul hunter
posted July 28, 2008 03:54 PM

Back to the basics

Lately I've been playing academy again, and I must say I have forgotten a few things. For one I have trouble early on vs ranged creeps and mages. Once I get phoenix things are pretty easy but I rarely get mage guild to lvl5 before start of week 3 end of week 2. Also phoenix is not necessarily available. What I'm interested in is taking on such creeps earlier with perhaps simpler spells like arcane crystal. The type of game I'm hunting is 100 spierwielders, 100 marksmen, 30 Inquisitors, 60 hunters, 40+ druids/mages etc...
I usually play Nur

Also I think Elvin wrote some pretty good stuff on acade, a while ago, but I can't seem to find it, could somone point me to it?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 28, 2008 11:00 PM

Guess you might wanna try Dark Magic + Gargoyles / Golems and hope for Confusion or Frenzy?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 30, 2008 11:29 AM

@kermit
It's been a while since I rushed through the guild, nowadays I just creep with lvl 2 spells. Those I love most are slow, icebolt, eldritch, firetrap, regeneration, crystal, wasp swarm but it's all about what magic school you develop and starting hero. Jhora doesn't need much to creep with, same with Nathir. Havez does not even need magic

Throng of tier 2 is never easy nor horde of tier 3, there I'd try week 3 with colossi and regeneration or warmachines. Destructive could also do the job. About specifics, hunters you can kill week 2 with upg gargoyles and destructive, lots of mages with ballista/tent(minor to no losses), unupgraded druids as well with gargoyles that are immune to lightning.

About my guide no surprise you did not find it, it's on celestial heavens. Here.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 30, 2008 11:44 AM

hey, just btw, excellent guide. Gotta read it when I get a bit of time destruction + summoning used to be my favorite too (along with summoning + dark, but that combo lacked a punch at times).

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 30, 2008 12:16 PM

Since then I've tried more things, maybe I should re-read it in case I have corrections to make. Also its early version was for HoF and even though I took great pains not to miss anything while updating I may have overlooked a few odd comments.
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kermit
kermit


Known Hero
Soul hunter
posted July 30, 2008 04:20 PM

@Elvin: I read that guide actually, didn't know it was you work, pretty good indeed.

Destructive might be an option but I understand it's not a necessity for a wizard unless one gets alot of good destructive spells from the mage guild. Usually I just seek to get summoning school first mainly for 2 reasons: First I'm sure to have summoning spells at all levels, Second as a wizard I generally lack Spell Power, so destructive lacks the punch it has with dungeon or necro.

My main interrogations are two:

For one I have a bit of trouble using the mark of the wizard:

In many cases with maxed out sorcery I have the feeling that using the mark is slower than simply casting 2 times. The damage is only greater on third cast for spells like eldrich arrow/fist of wrath. That said you generally have 2 options with mark + offensive spell: either you target the same creature or two different ones; in the first case you find yourself loosing 0.5 of an action each time you switch, in the second the damage is split between 2 stacks which is bad vs shooters since you're trying to take out entire stacks fast.

Then there is the arcane crystal dilemma: shoot the crystal or not shoot the crystal?

Arcane crystal may be used to block a powerfull ranged stack,
unfortunately the said stack will simply move away so it's not as effective as confusion for that purpose, besides you still need a way of doing damage to the other stacks. Another option is to use it's destructive potential and shoot it with a stack of a single gremlin, making it work much like a fireball. Too bad you can't motw it so the damage is situational.

Any piece of advice would be welcome

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 30, 2008 04:36 PM

Quote:
In many cases with maxed out sorcery I have the feeling that using the mark is slower than simply casting 2 times.

Incorrect, without the mark and exp sorcery you consume 0.70+0.7=1.4 turns.
With the mark you consume 0.5(mark) + 0.7= 1.2 turns. Not to mention that you can cast double spells from that point on, it's no contest.

Quote:
Then there is the arcane crystal dilemma: shoot the crystal or not shoot the crystal?

Much like you mentioned the crystal is used best with single gremlins along with the big stack that will be shooting the target. From that point on it's a matter of atb and chance. Maybe the blocked unit can move right away, maybe not, maybe you can block another while you shoot the one who plays first with your big stack. At best you can block two at a time if stacks are split into 4.
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kermit
kermit


Known Hero
Soul hunter
posted July 30, 2008 04:55 PM

Quote:
Quote:
In many cases with maxed out sorcery I have the feeling that using the mark is slower than simply casting 2 times.

Incorrect, without the mark and exp sorcery you consume 0.70+0.7=1.4 turns.
With the mark you consume 0.5(mark) + 0.7= 1.2 turns. Not to mention that you can cast double spells from that point on, it's no contest.



Sorry but I have to disagree here:

Without mark: Cast 1 --> 0.7 action --> Cast2 --> 0.7 action --> Cast3
==> At action 0.7 you get 2 spells cast
==> At action 1.4 you get 3 spells cast

With mark: Mark --> 0.5 action --> Cast1 x 2 --> 0.7 action --> Cast2 x 2
==> At action 0.5 you get 2 spells cast
==> At action 1.2 you get 4 spells cast

Casting second spell is a bit faster with the mark but is it always worth the tradeof for not doing damage in first turn and taking more casualties?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 30, 2008 04:58 PM
Edited by Elvin at 17:03, 30 Jul 2008.

Edit: Nevermind you meant you cast one spell exactly at 0.

About the casualties it always depends what neutral we are talking about and what spells you have. If your gremlins are to be hurt I prefer to cast first.
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ebbafan
ebbafan


Promising
Famous Hero
posted July 30, 2008 05:06 PM

would like to point out that nathir with last stand and magnetic golems(split in 7 stacks of 2's ofc) is great for armageddon creeping/hit and run

if allied with warlock - lucky empowered armageddon golem creeping now possible!

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Reign_of_Light
Reign_of_Light


Hired Hero
posted September 08, 2008 02:59 PM

Hello friends,

Me and my pals are doing another lan game (2 vs 2) next week. Unfortunatly I don't have the time to earn lots of experience by playing (I'm definitly not a newbie, but still far from being expert), so I need some pieces of advise from you. I already thank you for sharing .

In our last game I played Academy together with my Haven-Ally against Necro&Inferno. My direct opponent was the Necro-Player, and even though I entered the battles pretty optimistically I was beaten dramatically two times (actually I did lots of damage, but he was just necromancing all the time). Finally we won (through a miracle), but I realized how insecure I was in playing my loved academy.

Thats why I need some guidance from you:

Note -> I will definitly play Academy again, indeed I don't know what factions I will have to face next time (at least I do expect Necro one more time). Probably it may be the best to rush Necro when playing Academy. However we are amateurs playing just for fun, so rushing would probably result in early frustration and a disturbance of the cosiness. I don' want this. We'd rather start battling us in the late game.

1. To my mind the optimal building order is somehow tricky, cause every single building seems to be very urgent. Of course I start with building the homes of the low-level creatures (normally lvl 1 to lvl 4). Now the question is: Should I go on heading for the higher creature levels (lvl 5 to lvl 7) right-away or is it rather time for a gap now to build other more urgent buildings?

2. When to build all the mage guildes including the library? Normally my hero is creeping since the first day, reaching already lots of levels only in the first two weaks. Often I have the chance to decide for a magic school having only crappy alternatives. Unfortunatly I cannot build up the whole mage guild as fast as I often have to decide for my magic specialisation. Gambling seems far to risky to me playing one single important game. Should I build up the hole guild right after having build the homes of the low-level-creatures?

3.When to build the walls that finally double my creatures birth-rates? The walls seem to be important enough to me to build them really early for gathering big amounts of creatures over the time. On the other hand they are quite costy, like everything Academy has. Maybe other things are more urgent?

4. Finally, when should I build the palace-levels that result in a higher gold-income up to 4000/day? I of course have to build them as soon as possible, just because Academy is that expansive. So, what  is the right time to go straightly for the higher income?

5. What creature upgrades are worth to be build pretty soon? To my mind sabotage-gremlins and the arch-magis are an early must, what would you say?

6. How much heroes should be creeping? Up to now me and my friends always have only one hero leveling to reach higher hights. Maybe not that effective as it sounds?

7. An additional thought on that: I normally gather all available units under one heros flag without intending to follow any certain strategy with them. Every creature has its special strength and so I use them all on their own to make them one by one causing as much damage as possible. A few days ago I realized that it might be a better idea to think more about which units to use for what purpose. The duel mode with the blue-skinned heros army brought me on that idea. He has almost only distance-fighting creatures like two stacks of arch-mages, two stacks of titans, sabotage-gremlins and only one small stack of rakshasa-rajas for if it comes to melee. For to compensate he specialised on summoning magic (with the phoenix, phantom forces etc.) to keep the enemy melee-units on distance. And guess what: At least against my babarian sister this combination really crushed her army before her mighty warriors could even reach my rows. Almost no losses! So how about dividing the available units under two different heroes? (most might-units for the golem-hero or Razzak, most magic/distance-units for a summoning magic-hero?)

8. How do you handle and/or avoid the situation, that the wrong spells occuring in the mage guild destroy your plans? For example, if the hero I mentioned in question nr. 7  doesn't get the tactically essential „summon phoenix“-spell? Or what if you counted on the armageddon-spell with all your elemental-gargoyles, the magnetic-golems and your pro-fire hero? As I already said: We'll goona play only one single game. I cannot just say „maybe next time“ or even leave the game to watch out for another, like online-players can. That's why I don't want to gamble too much.

I would be very glad, if you help me with answering these questions . Most of them are very basic, so I'm sure it's not difficult for you to teach me how it's done right.

Best regards, Reign_of_Light

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