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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 ... 19 20 21 22 23 ... 30 36 · «PREV / NEXT»
Reign_of_Light
Reign_of_Light


Hired Hero
posted September 25, 2008 07:15 PM

I'm practicing and practicing for our final battle on saturday night (academy+haven vs. stronghold+necropolis), that's why I play endless duels against myself to really learn how battle works the best.

Yesterday I just could not win against one special Necropolis-hero, who had good might and also good magic (puppet master, frenzy, awaken dead), not even in four times trying my best. On my fifth trial I was desperate enough to start the battle with summoning a blade barrier in front of my troups ... and suddenly I won . I still don't know why, but my rhakshasas and titan just didn't die even though they were attacked all the time ... big mystery . And I was estonished how much damage arcane crystals and blade barriers actually can do when being destroyed in close combat..

Well, I have four questions left :

1. Is there any way (button?) to turn a blade barrier or firewall by 90°?

2. Elvin chose djinn wesirs instead of sultans for his succesfull battle against "babarian" Vangelis. I wonder a bit about his/your decision , because to my mind sultans having 5 more hitpoints and casting nice dark magic seem to me far more efficient, ESPECIALLY against Stronghold (I guess they don't like being weakened through dark magic ). Is it the wheel of luck? I have the impression that it rarely causes my creatures to have more luck.. (I guess in only one of five trials the blessed creature had a lucky shot afterwards ). So what makes someone prefering the wesirs?

3. I'm looking for a nice 2vs2-map, does anybody know where to get one ? I would love to find a map where allied players have their cities pretty close together

4. As I already mentioned: We are going to play Academy+Haven vs. Stronghold+Necropolis. Is there anything coming to your mind what YOU would try to rule that game? Any tactical thougt? Maybe a certain strategy? Is there any way to gain an advantage through combining the strenghts of Academy and Haven? Or is there any weekness in an alliance of Necropolis and Stronghold? Anything ?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 25, 2008 07:32 PM
Edited by Elvin at 19:43, 25 Sep 2008.

It's the viziers that have +5 hp. Dark is good but random yet there was another reason. I was planning to cast continuous cotns if things got bad

A good 2v2 map is isles of traders by zilonite. If you search his profile you'll find it.

About haven and academy make artificer and give your units to the knight He will have boosted stats AND artificer

Edit: No way to turn the barrier around that I know of.
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Reign_of_Light
Reign_of_Light


Hired Hero
posted September 26, 2008 10:27 AM

Quote:
It's the viziers that have +5 hp. Dark is good but random yet there was another reason. I was planning to cast continuous cotns if things got bad


Ah yes? Are they immune to it? Nevertheless my djinns, doesn`t matter whether sultans or veziers, they are always the first to die ..

Quote:
A good 2v2 map is isles of traders by zilonite. If you search his profile you'll find it.


Thank you very much, but unfortunatly the download-link on that russian/lituanian side does not work anymore . Is there any other way to get the map?

Quote:

About haven and academy make artificer and give your units to the knight He will have boosted stats AND artificer


You don't mean this seriously, do you ? My knightly friend lacks most of the nice magic I have and additionally he'd probably handle my creatures as if they were haven-units -> far too offensive!
But what if HE gives me HIS units, I equip them with artifacts and then I give him his units back? Does that work ?

Something else: These stupid goblin witch-doctors are driving me crazy. When they are defiling my hero, you see them dancing around. Is there any way to stop them from dancing? Maybe through hitting them or through some spells?

And: In various duel games I found out that summoning+dark works best for me (maybe supplemented with light - for the necros). If my hero skills in dark magic mastery right from beginning on, what is the chance to get NONE of the good dark spells (frenzy, blindness, puppet master, vampirism)in my mage guild? Did anybody once calculated that one?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 26, 2008 11:02 AM

Djinns die easily only if you charge them in or not use good mini arties on them. And they are not immune, just viziers have better resistance. Naturally it wasn't my big plan But it could have helped if it came to that and as you saw many had survived by then.

Not sure about the map, will check if I have it when I get home.

Apparently you have never used a light academy with might focus. They can be a pretty tough faction, especially with a knight's stats and light/dark. And artificer works only on academy units.

Have you tried hovering your mouse over the witch-doctors?

Chances:

Slow 1/3
confusion 1/2
blind/frenzy 1/2 but always one of those.
puppet/vampirism 1/3
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 26, 2008 01:16 PM

Can you actually move your units with Mini-arties to a foreign Hero? I never even tried it.

Chance to get only the bad spells are, like Elvin says, 2/3 * 1/2 * 1/3 = 1/9, so pretty slim, and even at the worst, you'll still get Blind.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 26, 2008 02:36 PM

Never played allied but normally you should. What kind of allied would it be otherwise?
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Reign_of_Light
Reign_of_Light


Hired Hero
posted September 27, 2008 02:27 PM

Thank you very much !

Elvin, if you still have that map on your computer, can you please upload it before 19:00 (greek time) ?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 27, 2008 03:20 PM

I'm sorry, it was probably deleted along with the other maps I don't play.
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Reign_of_Light
Reign_of_Light


Hired Hero
posted September 27, 2008 05:38 PM

Nevermind, we are now going to play the Warlords-Map. I've deleted half of the map (now 4 players instead of 8) and created two teams .. I hope this is gonna be fun

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Reign_of_Light
Reign_of_Light


Hired Hero
posted September 29, 2008 03:43 PM

Damn, this time we lost!

Showdown was on Monday of week 9. Me (Academy) and my pal (Haven) were both level 16, our opponents (Stronghold + Necropolis) level 17 and 18. I chose dark and summoning magic right away. With the first school I was pretty lucky (frenzy + puppet master), but not with the second (phoenix, fire trap + blade barrier, but NEITHER awaken dead, arcane crystal, phantom forces nor arcane armour, which I pretty much rely on ). Being in week 8 all creep was killed and all treasures found, but our opponents still didn't make any attempt to invade our isle. We realized that time was working against us (because Stronghold and Necropolis have both faster increasing population and cheaper units than we have), thats why we decided to play the attackers role .
So we both crossed the bridge and entered the unknown territory of our opponents. That naturally meant that they knew exactly where our heros were, but unfortunatly we didn't have any clue of their positions. The Babarian player was damn scared of me possibly having powerful dark magic, so he told his undead pal to attack me out of the fog. I think I did very well in the following battle with many unexpected moves and good positioning, but this did not help me winning, because almost all my magic turned out to be completely useless. Not only that he was immune against frenzy and puppet master, I also lacked all that summoning spells that could have helped me (combinded with motw) a lot  against Necro (awaken dead, arcane armour, phantom forces). And what about the mighty phoenix? It didn't help me at all, because it was always killed right-away by these nasty reapers (that lvl-6-unit) who always can kill at least one unit per stack not depending on the damage they actually do . So finally I had to retreat.
The battle Haven vs Stronghold followed and ended in another defeat. Unfortunatly my pal lost to many archers creeping druids and mages, also he did build the citadel by far too late, so his army wasn't a real match to the Babarians'.

At least I had one small success when I did crush almost the entire Babarian army, which was sieging my city, with only the creatures of one weeks population thanks to puppet master and frenzy.
I'm absolutely sure that if I had met stronghold before necropolis, victory would have been mine and perhaps we even had won the entire game.

My biggest fault: Chosing for luck-skill instead of light magic and than not changing it with help of the mentor that was located on our isle, even though I found "word of light" in my mage guild. Why did I do so? Because the mentor was guarded by "many" black dragons and I was afraid of losing too many units .

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 29, 2008 04:03 PM

I'd stay away from the blackies as well. Frenzy/puppet vs necro is not that terrible as there is always the chance he will summon a phoenix. If not it's pretty much a waste, best thing you could hope for is mass slow. Anyway why didn't you send scouts ahead to uncover the map? You could be going after them with your knight pal next to you just in case. Btw raise dead is a terrible spell since you lose any no-undead creatures you raise, that's best for only 1v1 battles. If you were afraid of the wraiths you should have blocked them with units or barrier, spammed firetrap around or summoned the phoenix before they got close.
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Reign_of_Light
Reign_of_Light


Hired Hero
posted September 29, 2008 04:42 PM

Well, as you are saying it now .... we were just to stupid to send scouts, even though already Sun Tzu said that warfare is all about good scouting .

About blocking wraiths: It definitly was my intention to block the wraiths, but unfortunitly I tried to do so with my phoenix (very bad idea!). Afterwards I did spam fire traps between his wraiths/zombies and my rows, but one second later I doubted that these traps would kill enough wraiths to allow them reaching my shooters. That's why I decided on attacking (and blocking) them with my Rhakshasa Rajas. The result was, that I saved my shooters for a while, but the fire traps turned out to be useless and even worse: The wraiths were standing now right in the middle of the battlefield, so they could reach any new phoenix wherever I'd send it to.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 26, 2008 12:50 AM

The above posts should contain enough info about academy - orc matches
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 26, 2008 10:50 AM

frenzy, puppet master, mass confusion, blindness, mass slow, mass suffering.. If he doesn't have shatter dark, he's screwed. Even if he does, it will still hurt. A phoenix can add some offensive power to your army.

I'd say aim for getting logistics and swift mind, early spell can really change things.. pretty hard to get it for academy since its 2% skill tho (that's why I never liked the faction )
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Roell
Roell

Tavern Dweller
posted December 16, 2008 04:53 PM

so,
has anyone got a nice building order for me?
I really love this town, but I never have enough stone..

Can someone help me?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 16, 2008 05:04 PM

It's usually better to aim for castle, capitold and colossi by end of week 2. I tend to skip golems and rakshasas for week 3+. That assuming that the town starts at lvl 3, that the map is not very poor in resources, also that you get gold from chests
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Roell
Roell

Tavern Dweller
posted January 02, 2009 11:54 AM

I just wanted to post my strategy for Academy here, beceause I finally finished it!

For a starting hero, choose Havez, the gremlin master. I know he sucks, but he starts with about 70 gremlins. If you have a map where already is build a tavern in your city, immidiatly make another hero, and put all of those 70 gremlins in that hero, and put that hero in the garrison of your city. Go with Havez, with only one gremlin for free treasure hunting. make in your first turn that building with gremlins, buy them, and put them with the others. You can, by doing this, get 130 gremlins in your first turn!

In your second turn, upgrade the gremlins to gremlin masters, and go for all the wood and ore thingies. I can't remember what they're called. Go back with the hero with all the gremlin masters, and put it in your garrison till the end of week one, (the beginning of week two) and then put all of the creatures you have made in your hero and go for the other treasures.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 02, 2009 12:03 PM

That's no strategy, that's a simple warmahine rush with one of the fastest earlygame heroes(if not THE fastest). He can kill anything in his path, even lots of mages within the first week..
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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 02, 2009 03:42 PM
Edited by Arcax at 15:45, 02 Jan 2009.

Quote:
I know he sucks


Blasphemy...
You havent seen him on late game... Those 500 Grems are scary...
+ Plus he is considered a power hero among ToH-ers
+ He creeps like insane

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 02, 2009 03:50 PM

Yes but Roell didn't say to play with him, he just said to select him as your starting hero and give the Gremlins to the one in the Tavern who will become your main.
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