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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»
SeLu87
SeLu87


Adventuring Hero
Grudgebearer
posted January 03, 2009 04:19 PM

Yes, youīre right that is not really 10 levels, but I donīt find ballista now very impressive, specially in 3.1, where fire arrows arenīt as powerful as before. But if you like ballista, I respect you, Iīm only giving my opinion

Sylvans & Deleb are the cases in which I would take triple flamming ballista if thereīs nothing else to do, but Itīs true that in early game could be decisive.

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samiekl
samiekl


Supreme Hero
posted January 03, 2009 04:27 PM

I don't like warmachines at all, i try to avoid warmachines with all factions unless hero/faction/map requires warmachines. It's just that dungeon can put them to a very good use.

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Termis
Termis

Tavern Dweller
posted February 07, 2009 12:37 PM
Edited by Termis at 04:05, 10 Feb 2009.

The way i play dungeon:

I take Sinitar. I try to get exp summon magic. If lucky i get lvl5 summons, if not try something else, but can always use other cool, 5lvl summon magic like shield.

If i get phoenix i can creep hardcore armies with no losses.like 50 liches, 100 vampires, 150 ghosts. Spellpower something about 25. Just upgrade assasins (in TotE) and make them invisible. Then summon phoenix which usually has over 1k hp. and crazy dmg. When phoenix is out use some destrucitve magice, like freeze to increase damage, or other damaging spells. In the end u win with only ur assasins in ur army.

I would like to hear strategies against stronghold because spells dont do snow and units dont do snow as well (even skills x2 better). Any ideas how to fight against buffs?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 10, 2009 08:47 AM
Edited by Lexxan at 09:24, 10 Feb 2009.

Quote:
The way i play dungeon:

Quote:
I take Sinitar. I try to get exp summon magic. If lucky i get lvl5 summons, if not try something else, but can always use other cool, 5lvl summon magic like shield.
Summoning? With Sinitar? If there's one Hero that NEVER-EVER should take Summoning it's Sinitar, since his special lies in EMPOWERED SPELLS (and really, Empowered Fist and Swarm don't make any difference) Summoning is a Waste for him. If you really want to use Summoning (eventhough the occasions where it actually is superior to Destructive are very rare), I'd take Vayshan, or even Lethos.

Quote:

If i get phoenix i can creep hardcore armies with no losses.like 50 liches, 100 vampires, 150 ghosts. Spellpower something about 25. Just upgrade assasins (in TotE) and make them invisible. Then summon phoenix which usually has over 1k hp. and crazy dmg

And during which week do you do this? Week 5?

Quote:
When phoenix is out use some destrucitve magice, like freeze to increase damage, or other damaging spells. In the end u win with only ur assasins in ur army.

Wait - BOTH Summoning and Destructive? Which essantial skill do you leave out? Sorcery, Enlightement, Logstics or Luck? Taking two magic schools is a real gamble with Dungeon, and I only recommend it in Duels.

Quote:
I would like to hear strategies against stronghold because spells dont do **** and units dont do **** as well (even skills x2 better). Any ideas how to fight against buffs?

You actually just said a good tactic: Summoning. Take a Main who works well against Stronghold (Lethos, Vayshan or Kythra will serve you the best, especially Lethos), take Summoning (Phoenix, Fire Trap, Arcane Crystal, Hive), or Even Dark Magic if you can get Slow or Confusion.

Eventhough you can bet that the enemy Barbarian has Shatter Destructive, I wouldn't leave it out completely. With Cape, Slippers, Icycle or Empowered Spells, you can still have some nice damage, but do not take Destructive on it's own.

Swift Mind is a real must, and try to keep those Grim Raiders and Furies alive (in other words, make sure the Centaurs die soon), and you might prefer Assassins to Stalkers if you have plenty of them. Why? Because 1) they are ranged 2) they are able to poison more foes 3) they can easily trigger Crystals without wasting your Hero's Turn or triggering if with a melee unit.  

If Swift Mind is banned (it sometimes happens to be), Take Kythra and try to aim for Empathy instead. (instead of Swift Mind you can aim for Teleport Assault; it works well with Hydras) Sorcery is a must as well, just keep casting, and Enlightement is a real help, since it makes sure you have enough mana. Just beware of the Cents and Witch Doctors, they can destroy you punching and/or Spellcasting force before you can say "Goblin Witch-Doctor"
____________
Coincidence? I think not!!!!

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samiekl
samiekl


Supreme Hero
posted February 10, 2009 09:21 AM

Actually dungeon with destruction and summoning was pretty standard in hof.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 10, 2009 09:23 AM

Quote:
Actually dungeon with destruction and summoning was pretty standard in hof.
I never played HoF. I "directly"  switched from H5 to TotE (= by-passing HoF)
____________
Coincidence? I think not!!!!

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samiekl
samiekl


Supreme Hero
posted February 10, 2009 09:44 AM

Quote:
I never played HoF. I "directly"  switched from H5 to TotE (= by-passing HoF)

Same thing. Luck was never a must-have skill, especially when the guards are very tough.

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Duncan
Duncan


Famous Hero
The Pathfinder
posted February 10, 2009 11:02 AM

Heck! I played... but remember no more how it was  Let alone the original H5

So guys, is it a general convention that you take only 1 magic school in a multiplayer game?
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 10, 2009 11:18 AM

Whatever surprises your opponent the most or helps you with creeping. Dungeon can't break some garrisons with destructive only. Guess it mostly depends how long a game is though unless a faction leans on magic I usually take one school.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Termis
Termis

Tavern Dweller
posted February 10, 2009 12:32 PM
Edited by Termis at 12:34, 10 Feb 2009.

ok so I will explain in more detail the strategy.

I play with friends extra large, generated map. Very strong monsters, hard difficulty. Resources/exp 3. Usually its impossible to get resource miners because they are always mostly guarded by mages/other range units.

So i creep and try to get mage guild lvl 5 asap. I usually get it very early from resources that i got. If i get lvl 5 phoenix i take summon with synitar. then i put all my army to the castle take 100 scouts or so and go farm EVERYTHING there is. Last time i had phoenix was at lvl 16. So it was quite fast. Dont remember week.

The catch is that u summon phoenix who can take massive damage. While hes killing u shoot empowered spells and kill throngs of unicorns/mages and all other units with no problem. If you use only destructive, theres no way to farm without loses. Maybe I dont know some secret?, because u never know what side mages going to stand and if there are secret way to defeat em without losses, please tell me. Otherwise ur blood furies will die and die and die. And if u have only scouts, enemy go for them and run into them in few turns. I swear, other than this strategy theres no way to farm better ( unless all map would be treants and hydras)

Now about orcs battle. We played about 4 months. I lost absolutely nothing inthat game. I came. He had army x3 bigger. He said he had took some with diplomacy but still. I'm not sure how it works all this orc stuff very well, but the blood rage totally pwned me. I mean my 30 dragons kills like less than 30 his warmongers. My implosium wit 2.5k damage kills 2 cyclops. Summoning was totaly disabled by the ring he had. My hero somehow only managed to make 3 spells ( it was too slow to cast) Please note that i had more attack and more defense than him. Alot more, due to my creeping i was alot higher level and while he got out of his area i already creeped all map (with 100 scouts btw). Imagine if he had artifacts and stats of mine...

My build was: sorcery/destruct/summon/enlightment/logistics/
He didin't have: shattered destructive and anything to slow my casts.
He had: to increase initiative by morale\ 40% armor anti magic and +15% other antimagic. (What is irresistable magic then for omg...)

So here is the thing. How to beat orc in the long game. I know u all play small maps and stuff, but me and my friends we like to have our time. And now I just see now way of beating orc in the long game. I mean strongest units kills few enemy units which he has ~800? Not funny

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Duncan
Duncan


Famous Hero
The Pathfinder
posted February 10, 2009 01:24 PM

Quote:
We played about 4 months.


That marks the beginning of your problem... All magic factions suffer in a long game, esp dungeon with growth problem as well.

Quote:
My implosium wit 2.5k damage kills 2 cyclops.


Is there a chance you could get Staff of Sar-Issus? Trade Guild?

Quote:
Summoning was totaly disabled by the ring he had.


Try Dark Magic instead. Though it would still require places to learn level 4 and 5 spells.

Quote:
How to beat orc in the long game... And now I just see now way of beating orc in the long game.


If all else fails, change to Haven
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Termis
Termis

Tavern Dweller
posted February 10, 2009 03:25 PM

i had 2 sets. Almost dragon set (boots missing) and sar issus full. With either failed alot. I find its not that antimagic problem, but rage absorbs all the damage. I wouldnt go magic if dungeon didint have useless primary skill. I can go fighter/mage combo, but to win against ork with army? spells should be only way to help to fight, instead of useless.

So in the end we get to conlcusion that dungeon in long run gets outmassed and can surrender if game lasts more than 2-3 months?

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samiekl
samiekl


Supreme Hero
posted February 10, 2009 06:46 PM

Quote:
So in the end we get to conlcusion that dungeon in long run gets outmassed and can surrender if game lasts more than 2-3 months?


No, you rely too heavily on magic. Or not enough.
To beat orc you either do it with 2-3 magic schools or might skills. Example: dark, destruction, summoning enlightenment sorcery  and you get artifacts that enhance your spellpower/knowledge OR destruction, enlightenment, logistics, attack, luck and artifacts for attack/defense/luck/morale.

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Dargor
Dargor


Adventuring Hero
posted February 11, 2009 09:59 AM

Or try to reduce his luck/morale(Deadmans Luck, Ring of Urgash, crused ring etc. I dont know about you, but for me i fear slayers the most, So i try to frenzy/blind them Asap.
Luck is a must-have for most of the Races imho. magic res, soldiers luck are very usefull skills.

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adecoy95
adecoy95

Tavern Dweller
posted May 27, 2009 06:43 PM

yrwanna

summoning
destruction
luck
enlightinment
sorcery

is this a good combonation?
____________

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 27, 2009 06:49 PM
Edited by Elvin at 18:50, 27 May 2009.

Versus who on what map? I see you are missing out on logistics that is a crucial skill.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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adecoy95
adecoy95

Tavern Dweller
posted May 27, 2009 07:00 PM
Edited by adecoy95 at 19:08, 27 May 2009.

well, im having trouble understand dungeon overall, ive been browsing this thread looking at different strats, but i cant figure out what choices are right for me.

im used to playing sylvan, in fact, thats the only faction i was ever able to succeed with, but i wanted to try something new.. i like some of the dungeons monsters, like the blood maidens, but im not shure how to use them well.

what does elemental chains do?

also, from what i have read on this thread.... dungeon is not a meele faction... thats fine, spells are cool too, but i need help in trying to figure out what skills, what approach to take in game.

also if it helps, i usually play very long games (one of each race in game)

PS. this is actually really unrelated, i was going to make a new thread about it, but i cant... what is your opinion on picking one faction, and using another factions hero to lead the army?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 28, 2009 01:47 AM
Edited by Elvin at 02:19, 28 May 2009.

Dungeon is a mix of magical prowess and might, destructive is great but you need some muscle to make use of your high attack. That is not to say that a pure might dungeon would be ideal for two reasons: 45% of your stats goes to spellpower that would be wasted and you would be helpless against dark. Enlightenment boosts your assets and unlocks intelligence so it's one of the most crucial skills to have. Sometimes not having enough spellpower is enough to lose you the game. Logistics is also essential, faster movement on the map, allows you to rush your opponent and even better unlocks swift mind that is a must when might factions begin to gather a strong army.

Elemental chains are a boost to your melee or spell damage when against a troop of the opposite element, requires elemental vision and the relevant building in your town. Against a fire unit icebolt would deal extra dmg just like implosion would be ideal against a unit with air element. After the chain is used the target unit gets a new random element. How high the bonus percentage from chains is depends on your irresistible spells level, it's 10 or 15% per level.

Summoning is not bad but it does not profit from empowered spells or chains as much, destructive is what utilizes them best. Ofc a phoenix attacking a unit of opposite element is not half bad. However it's a slow magic school and you need results fast, factions like sylvan or haven can slaughter you within 2 turns if the game gets long.

About using non-native heroes it is often a bad idea but it can work under certain circumstances. I had written a thread about it here.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 28, 2009 09:36 AM

Quote:
yrwanna

summoning
destruction
luck
enlightinment
sorcery

is this a good combonation?


Drop Summoning and add Logistics (like Elvin said) and you have a good-all-round build



Who are you playing against, may I ask? (faction(s), hero(es)?)

____________
Coincidence? I think not!!!!

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted May 28, 2009 12:56 PM

I'd say that Summoning is going to be a lot more useful than Luck... Dungeon isn't a might faction (Might Dungeon is something than can prove very succesful but usually I'd use that versus Academy, but else?).

Seriously Luck isn't going to do anything for you except if you aiming for Warlocks Luck (if you're a lucky guy do it, if not I'd let it pass), so drop Luck and get Logistics instead (if you want you can try swift mind one of the sweetest perks for Dungeon in general and if you play versus a charging faction it's kinda vital ^^)
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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