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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 20 ... 29 30 31 32 33 ... 36 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 17, 2010 11:08 AM

Kshatras are best in almost every situation. Except when you want to avoid retaliations against heavy hitters like haven, there raja's no retaliation comes in handy. Though vs orcs that are damage dealers I tend to prefer kshatras because it messes with their placement, you can often hit many at a time since they are forced to come to you - careful vs warmonger's taunt there! Dwarves I prefer rajas again because their might can overwhelm you, however if I get defense kshatras are killing machines. Vs magic factions kshatras are a no brainer except vs necro where their dark makes them risky. On one hand they can slaughter necros amazingly fast after a dash and magic mirror makes them harder to be cursed, however if the curse does hit them they can slaughter you instead.
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OnLy4DuNgEoN
OnLy4DuNgEoN


Adventuring Hero
posted July 17, 2010 08:48 PM
Edited by OnLy4DuNgEoN at 20:50, 17 Jul 2010.

Quote:
That's kinda easy, both fall to motw + destructive if it's early. Or if you have fire warriors, firetrap, maybe a phoenix in case you want to rush the guild.. Haven is pretty weak earlygame, either dark or destructive can send them back crying to mommy. They have not much army to depend on(much less upgraded), weak magic and no training till week 4, only thing they could try is flaming ballista. And even that is useless against saboteurs.

Your lineup till week 3 will likely be saboteurs, obsidians, mages(split archmages rule if you can upgrade) and djinns/colossi. You are not likely to have minies but you don't really need them that early. Btw I left golems/rakshasas out on purpose, their resources are better spent on guilds. They both consume much needed ore.


Man to you realize what did you say ?..with a POOOOOOR hero with max 3-4 attack defence against a haven hero with 14-15 attack defence you want not only to beat him in your castle but also beat him outside!?..lmao!..kshatra hits paladins =kils 2..retaliate 5 | ..titans hits archangels =kils none ..retaliate 3 ( just a few examples=)))) )
those are ones of my many Deja Vu's with Academy )

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 18, 2010 01:27 PM

Re-read my previous post, key word being earlygame. Besides.. use kshatras? Seriously?
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OnLy4DuNgEoN
OnLy4DuNgEoN


Adventuring Hero
posted July 18, 2010 04:51 PM

Quote:
Re-read my previous post, key word being earlygame. Besides.. use kshatras? Seriously?

yup sorry I didn't read carrefully

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted July 18, 2010 05:00 PM

A small note about dash. If you dash after being slowed only the reduced init will be doubled. On the other hand having lots of init arties will give a bigger bonus so its better to dash after mass haste or sth
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 18, 2010 07:29 PM

Have you done the math on what happens if they are hasted later?
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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted July 18, 2010 08:21 PM
Edited by Arcax at 20:22, 18 Jul 2010.

You know the answer and testing me or the opposite ?
I only recall that quiz question about Rakshas and haste + all init arties + word of the chief etc.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 18, 2010 08:36 PM

I never did bother to confirm it or if I have it's been long forgotten by now. Not that it matters much, even if kshatras did not act first I wouldnn't wait for hero to cast before dashing Then again I do not always start with haste..
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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted July 18, 2010 10:50 PM

The most safe choice imo is Mass Endurance hence your opponent doesnt really would bother to cast mass vulnerability. Maybe deflect missile against Haven/Sylvan
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 18, 2010 11:22 PM

Oh no, in that case the same counter would be mass cleansing But then being the sneaky guy that I am I save it for a 2nd or 3rd spell to take down at least 2 buffs in one action.
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alisapa1211
alisapa1211


Famous Hero
posted July 19, 2010 03:38 PM

Is it neccessary to take Logistic or Enlightment for Academy? Since Wizards usually gain knowledge and spell power when they lvl up,so many people said that Wizs don't really need Enlightment and their skill (I have to admid that Enlightment's Skills suck ).

About Logistic, I don't know why my Wizards move so slowly . In some penalty terrains I can only move about 6,7 steps a day and stop ,which make me crazy.Swift mind is also good since we have 0.25 ATB bonus for our heroes (which is very important for Wizs).
Arcane Intuition (required for Swift Mine) is sometime very convenient. I remember having a situation when I have Master Of Mind but my Mage Guilds don't have slow and confusion and I have to spend months or even can't find them.Then I realize that they are as hard to find as other high level spells (even high spells can easily be found in Arcane Library or Vault of the Mages).In addition we have Djinn and can use them to get all level 1-2-3 spells (just spread them into many groups and let them cast their spells),which is very convenient .

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted July 19, 2010 03:53 PM

ok let's see what i know!

1) Enlightenment skill = maybe the ONLY necessary skill for every faction. what's not to like? that you will have 5 spellpower + 5 knowledge EXTRA at level 20 (not necessarily power and knowledge to be increased but it is possible). Maybe you don't like that you level up 15% faster? it is a must. About its perks... Garduate and wizard's reward are both a must for wizards. Don't look down on knowledge because wizards have high mana. You need the most you can get for the artificier.

2) Logistics are always good. BUT the map must need them. It is not a matte rof faction. If the final battle in a map happens in week 3-4 then you DO NOT need them. If it is a larger map then they are crucial especially if you want to get to some treasure faster. As for swift mind, it is a good perk but not something you can depend on. ONLY in cases that you NEED to cast before a specific creature plays (arcanes)
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veco
veco


Legendary Hero
who am I?
posted July 19, 2010 04:03 PM

Enlightment a bad skill? Naaah, as a Magic faction you need all the Spellpower you can get and as a Wizard - all the Knowlegde you can get (for excessive usage of MotW and mini-arties). It also hosts the perk Arcane Intuition which allows you to learn a few vital spells (like Haste/Slow/Fireball) from neutrals or your own units. It's also a requirement for Swift Mind so it's not a bad choice seing as both Logistics and Enlightment are very desirable skills in longer games.
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none of my business.

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eldiez10
eldiez10


Hired Hero
posted August 03, 2010 08:56 AM

Acadamy vs Haven

Me and a friend started a game the other nigth. the settings where hard xl map and all random we like those long games :-)

he got haven and I got accadamy

hes main hero is rutger (+1% movement for every 2 lvls)he starts with logistic and I know he got warpath and boots of the swift journey.

Now u see my problem because its a big map hes got a crazy advantage. plus from what i understand acadamy is not a good late game faction but haven is.

My hero is the one with mages as speciality. my skills and perks are as follow

Expert enligthenment---intelligens---graduate---arcane exalation

Expert Summoning magic---no perks yet

Expert ligth magic---no perks yet

Expert soccery---mana insight---arcane brilliance

and 1 empty slot

primary stats att:6---def:4---Knowledge:23---spellpower---20

im lvl 17 atm

I ve gathered the lions spirit set and i got 10% ini ring + ring of the drangon eye 10% ini for shooters + ive got  min artifacts with ini on all my units. plus im on my way to get tome of summoning magic.

I need all the advice i can get in regards to: what last skill should I try and pick up plus what perks must I hunt.

also any idea on wich artifact would be nice to have against haven in the last battle and finally which upgraded creatures would u pick.
(i dont know which he choose yet)

thx in advance

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted August 03, 2010 09:04 AM

can i ask what week are you in now ? if you say that you already have 4 of the 5 skills plus many perks then you are already even month 2!

Also, if he is so fast with all the logistics etc, why should the game take place "late game"? It is a random map which means no great middle, no garissons etc. So he should attack you like week 3-4
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eldiez10
eldiez10


Hired Hero
posted August 03, 2010 09:07 AM

we are in 2. month 2. week i believe

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted August 03, 2010 09:12 AM

then my question is:
WHY a faction like haven that has a relatively good creeping skill, with logistics, with swift journey boots, with pathfinding and with that hero, needs 10 weeks to attack you? I suppose you don't have an answer for that!

My guess now, is that he is building up his army, so don't be surprised if you see him with 18 Angels and 40 paladins!

So here is my advice:

1) summoning was the wrong way to go. You needed dark for sure. IF he makes the mistake to choose champions instead of paladins, he would be dead.

2)I didn't notice. do you have defense? if no, you are dead!

3) in any case try to cut of his horses' charge.

4) i didn't notice again. do you have storm wind? you need it.

5) what kinds of spells do you have in your city and in general?
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eldiez10
eldiez10


Hired Hero
posted August 03, 2010 09:23 AM

Quote:
then my question is:
WHY a faction like haven that has a relatively good creeping skill, with logistics, with swift journey boots, with pathfinding and with that hero, needs 10 weeks to attack you? I suppose you don't have an answer for that!

My guess now, is that he is building up his army, so don't be surprised if you see him with 18 Angels and 40 paladins!

So here is my advice:

1) summoning was the wrong way to go. You needed dark for sure. IF he makes the mistake to choose champions instead of paladins, he would be dead.

2)I didn't notice. do you have defense? if no, you are dead!

3) in any case try to cut of his horses' charge.

4) i didn't notice again. do you have storm wind? you need it.

5) what kinds of spells do you have in your city and in general?


you are rigth i dont have an answer for that

1) ok will go for dark

2)only have 6 in def

3)understood :-)

4) havnt got stormwind yet. i fail to understand the power of stormwind. hes griffins will loose ini and movement rigth ? does it do anything else ?

5) thats alot of spells to remember but ill do my best
divine strengt ,arcane crystall ,regeneration, rigious migth, earthquake,fireball, suffering, magic immunity, summmon element frenzy, arcane amor, word of ligth, curse of the netherworld

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted August 03, 2010 09:34 AM

Quote:
Quote:
then my question is:
WHY a faction like haven that has a relatively good creeping skill, with logistics, with swift journey boots, with pathfinding and with that hero, needs 10 weeks to attack you? I suppose you don't have an answer for that!

My guess now, is that he is building up his army, so don't be surprised if you see him with 18 Angels and 40 paladins!

So here is my advice:

1) summoning was the wrong way to go. You needed dark for sure. IF he makes the mistake to choose champions instead of paladins, he would be dead.

2)I didn't notice. do you have defense? if no, you are dead!

3) in any case try to cut of his horses' charge.

4) i didn't notice again. do you have storm wind? you need it.

5) what kinds of spells do you have in your city and in general?


you are rigth i dont have an answer for that

1) ok will go for dark

2)only have 6 in def

3)understood :-)

4) havnt got stormwind yet. i fail to understand the power of stormwind. hes griffins will loose ini and movement rigth ? does it do anything else ?

5) thats alot of spells to remember but ill do my best
divine strengt ,arcane crystall ,regeneration, rigious migth, earthquake,fireball, suffering, magic immunity, summmon element frenzy, arcane amor, word of ligth, curse of the netherworld


1) the truth is that you already have 2 magic schools and i don't know how good it is to get a 3rd one now! maybe someone else could comment on that

2) your def would be low anyway, but the skill defense is different. it decreases a % of the damage you get.

4) stormwind decreases the speed and initiative of all flying units of the opponent by 1. so gis griffins and ANgels will play a little less and fly not so far!

5) do you have, confusion, endurance? also, a phoenix would help you. Lastly don't forget to cast mark of the wizard in whatever can be casted. it will help!
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 03, 2010 10:17 AM

Quote:
1) summoning was the wrong way to go. You needed dark for sure. IF he makes the mistake to choose champions instead of paladins, he would be dead.

2)I didn't notice. do you have defense? if no, you are dead!

3) in any case try to cut of his horses' charge.

4) i didn't notice again. do you have storm wind? you need it.

5) what kinds of spells do you have in your city and in general?

1) kinda disagree, besides dark is 50-50. Pretty unreliable.
2) Not as simple as that but unless you know how to use academy you are in deep waters.
4) You probably should yes. -20% initiative and -2 speed on angels and griffins is sweet.
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