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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Dungeon Faction
Thread: Heroes 5 Strategy: Playing Dungeon Faction This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
Thanatos
Thanatos


Known Hero
posted July 14, 2006 09:21 PM
Edited by Thanatos at 21:22, 14 Jul 2006.

Quote:
Empowered spells don't work with warlock's luck, but it may not be a bug but a feature to keep the game balanced.
Anyway, empowered spells are still much better than warlock's luck.
You need 50% chance to get a lucky cast to have the same damage as empowered spells.
Furthermore, warlock's luck requires luck skill, which some people might not want. Empowered spells require Irresistable Magic, which means it is within reach for every warlock despite of skill plan.
Therefore Empowered Spells is more flexible than Warlock's luck.


If I have a means of permanently having 4 or 5 luck I'd take Warlocks' Luck over Empowered spells... Don't forget that Empowered spells take twice the amount of mana to cast, so with Warlocks Luck and 5 luck you'll be doing the same damage for half the price (unless you're playing as Sinitar of course)

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Dragoni
Dragoni


Hired Hero
posted July 14, 2006 09:31 PM

But luck also gives your creatures an awesome dmg

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neoexdeath
neoexdeath


Adventuring Hero
posted July 14, 2006 10:21 PM
Edited by neoexdeath at 22:23, 14 Jul 2006.

Quote:
1. Warlock's luck doubles the damage, empowered spells raise it by 50%


OK, I'll explain it step by step
Let x be the probability that luck triggers (expressed by a fraction)
Let d be the initial damage of a spell (different than 0)

You have x chance to deal 2d damage
You have 1-x chance to deal d damage
This gives an average damage of: 2dx+(1-x)d=d(x+1)

Empowered spells always give 1.5d damage
Empowered spells is better than warlock's luck when:
d(x+1)<1.5d
x+1<1.5
x<0.5

This means that if a chance to get lucky is less than 50% it's better to use empowered spells.
If it's equal to 50% it's a tie
Otherwise (if possible) warlock's luck is better

I hope it's more clear now

Quote:
2. Luck is the best skill of heroes V, why not to want it?

There are only 5 slots. Let's see:
1. Destructive Magic is a must
2. Attack- extra damage for creatures, gives Retribution
3. Leadership- morale bonus, supports Retribution, gives  Aura of Swiftness
4. Sorcery- cast spells more often, arcane training lowers spell cost
5. Logistics- Faster movement on adventure map, gives Teleport Assault, which makes Deep Hydras and Minotaur Guards a LOT more useful

Enlightenment is also great with stat bonuses (more attack and power) and Intelligence (more mana to cast spells)

Luck gives Soldier's luck, which is useless for Dungeon, Warlock's luck which is usually worse than empowered spells. 15% magic resistance and +3 luck is nice though, just other skills seem more useful.

@Thanatos: Yes, I am talking about Sinitar showing that he is not a piece of **** as stated above

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Klaital
Klaital


Known Hero
posted July 14, 2006 10:43 PM

My favorite skills to Sinitar are Enlightenment, Sorcery, and Logistics. The last slot I haven't really decided upon yet, but you rarely get in high enough level in multiplayer game to worry about that anyway.
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Dragoni
Dragoni


Hired Hero
posted July 14, 2006 11:06 PM

So Vayshan sucks?

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ismail222
ismail222


Known Hero
The Cataclysm
posted July 14, 2006 11:09 PM

how about start with sinitar and rush for hydra at first week while playing agains weak mobs and logistics and scouting and teleport assult and get deep hydras and first aid tent now u got evil units

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Klaital
Klaital


Known Hero
posted July 15, 2006 12:06 AM

Vayshan is the best candidate if your going for the ultimate ability.
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Dragoni
Dragoni


Hired Hero
posted July 15, 2006 11:57 AM

Do you take exp from every chest or money in the beginning? what is usually the best strategy?

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Nightrage
Nightrage

Tavern Dweller
posted July 15, 2006 12:55 PM

Thats more a general strategy/preference question.

Since larger chests give more exp per money vs smaller ones, most people will say convert large chests to exp, and small chests to gold.  I tend to get the exp regardless, unless I feel desperatly short on gold.

One way to look at is you can either get exp now, or take the gold, which you can use to buy units, which make it easier and faster to get exp later.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 15, 2006 01:18 PM
Edited by Doomforge at 17:20, 15 Jul 2006.

Well, on heroic it's pretty much a must to take the gold, unless you're playing a cookie-cutter earlygame hero (deleb, kaspar, etc). Because you won't be able to buy anything :X

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Klaital
Klaital


Known Hero
posted July 15, 2006 05:16 PM

I usually always take gold from chests, since I have noticed that sooner or later I run out of gold anyway.
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Nightrage
Nightrage

Tavern Dweller
posted July 15, 2006 11:00 PM

I prefer to get my hero the extra level, the extra freeze effect, better spell, etc. over a few extra units.
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sheltem
sheltem

Tavern Dweller
Nemesis of the Ancients
posted July 16, 2006 04:02 AM

Just to share my opinion on the Dungeon.
Well i play mostly Dungeon. As a starting bonus i always pick random item. You can get the 250 gold bag, the +1 damage item which are all good. But the best is the ring that gives summoning spells. If i get it(and lucky me i got it 50% of the time so far) i start killing those horde archers and lots minotaurs kings on 1st week. You summon 7 elementals - if you are underground you summon water elementals which have mana for 2 100+ dmg ice bolts. Air and fire elementals are good too.Never summoned earth so far.
If i dont get the ring i buy it from the merchant in the Dungeon if it appears there. Two rings dont stack. You want get +8 spellpower.

As for the heroes first i played Lethos. The problem with him is that if the surrounding area is saturated with undead, golems, gargoyles he sucks. And i dont find dark magic suitable for Warlocks - all the rest are fine - especially conjurng - you can summon TONS of elementals.
Second i played the catalyst guy - well he rocks for obvious reasons. He starts with destructive magic - get dark ritual then secrets of destruction and kill kill kill. Socrery is very suitable for him.
Currently i play the slave master Kythra or something. She starts with estates which helps a lot. She also makes those minotaus absolute killing machines. Their stats are bad but she boosts them every two levels. I develop retribution and logistics for the teleport assault - hidras and minotaus get teleported and start wreaking havoc. Again the massive spellpower can be put to various uses - summon, desrtuction or even light magic. You can go for the light magic combining the summoning ring - summon 2 times and start pumping.
Most of you may think i am talking nonsence - why no go for destruction all the time. But you now what - all your opponents know you are going for destruction and they are getting those resistance skills in protection and luck. And if it happens to be sylvan with the extra magic resistance, luck and favorite enemy AND WYGAN(the initative guy) you are in trouble. You will be raped before you get to move.
The reflect magic stuff of the wizards is also very annoying.
The undead have a skill which reduces the damage from destructive spells by 20%.
And finally there are some items that reduce damage done by air,cold, fire, and earth destructive spells or even grant immunity.
A clever enemy will put them to good use. So surprise them - summon 40 elementals in one easy cast.


____________
I am Sheltem - guardian of Terra.

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dragoni
dragoni


Hired Hero
posted September 23, 2006 06:29 PM

Lets resurrect a dead Topic
Now with patch 1.3 things have changed a bit. Mana costs are higher. building cost changed. How has this affected your strategies with dungeon. Has Sinitar become the only reasonable hero choice?

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DragonLord3000
DragonLord3000


Known Hero
Romanian flamethrower
posted September 23, 2006 09:14 PM

Playing the warlock campaign on heroic difficulty,and I had to take out lots of obsidian gargoyeles although you could say a horde since there were 48 or 49.I didn't think I would meet such a heavy resistance,cause my hero was already level 5 or 6,and I had 15 minotaur guards,30 scouts,and 19 blood maidens..I lost my hole army whitout 2 minotaurs!!
____________
hot peppers are an ilusion.they do not exist.

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Ambidext
Ambidext


Adventuring Hero
Wandering knight
posted September 24, 2006 04:30 PM

Well you should post strategies for playing Dungeon. Dungeon itself is overpowered; people don't use it in competitive plays. It starts and ends well. Easy to use, with many abusable and exploitable stuff such as starting creatures and elemental chain. You don't really need brains to use a Dungeon and can still win.

Instead, you should be posting "Strategies for playing AGAINST Dungeon".

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Betruger
Betruger


Known Hero
empowered mind
posted September 24, 2006 05:09 PM

Ok, here's one, pick inferno, preferably Deleb, and accumulate as many imps as possible. And then you win

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 24, 2006 05:29 PM

Yeah, but you need a second castle. anyway, that's one of the reasons I like inferno the most.

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Ambidext
Ambidext


Adventuring Hero
Wandering knight
posted September 25, 2006 02:43 AM

Well I agree Deleb is severely overpowered. Hope she gets nerfed next patch. Meanwhile I'll just abuse her. Did it last night with her as secondary hero. She helped me cleared 15 out of 20 Magi with her powerful fireball balista, allowing my main hero to clear the rest with no casualty. =]

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 25, 2006 09:21 AM
Edited by Doomforge at 09:27, 25 Sep 2006.

she has been nerfed already. Why more?

I don't see any good way of creeping for inferno in 1.3 without deleb, unfortunately.

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