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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»
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 28, 2009 01:15 PM

Depends. I'm more in favour towards Luck myself.

And Dungeon IS, despite the Destro-Sorcery-Enlightement combo, a MIGHT faction. Luck on Furies, Raiders and Blackies can give you the edge, and Destro does the rest.
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Coincidence? I think not!!!!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 28, 2009 01:18 PM

Some maps like art of war are nice with summoning, pretty hard to defeat this insane garrison early without a phoenix to cover you. But I'd still get destructive.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted May 28, 2009 06:09 PM

Well yeah it "depends" but luck is already a customasation towards might. Sure Dungeon creatures can dish out insane amounts of damage with luck but
a) if you want an all arround build I'd still favour summoning as it helps you a lot more in creeping than luck
b) your units are pretty fragile (and you'll almost NEVER get defense apart from your defense usually being pretty low) and only come in low numbers so your luck bonus will wear of quite fast.

And ehm not sure about that "despite" since Dungeon is pretty much all about the "Destro-Sorcery-Enlightement". As I said they can be a very good might faction of course, but it's still much more a magic faction than it's a might faction.

I'm not saying Luck is bad for a skill for Dungeon I'm just saying that Summoning will usually help you in much more situations than luck.
____________
"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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samiekl
samiekl


Supreme Hero
posted May 28, 2009 08:58 PM

You still discuss dungeon strategies?

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adecoy95
adecoy95

Tavern Dweller
posted May 29, 2009 06:07 AM

i appreciate everyones advice, i tryed to run around and creep, but i had a really tough time, with sylvan, i could take on pretty much everything moderate and below while taking no losses (at least to my archers).... but with this faction i seem to be taking heavy losses, the blood maidens, even upgraded so they dont retaliate, dont seem to do as well as Arcane archers in creeping...

i tryed to use destruction to a large degree, but its difficult because my mana pool was very small, i am not shure why, maby it was my hero choice?

also, i never found this warlock sight ability i hear about, and i leveled to like level 5 or 6 with my hero it never came up... what skills do i need to get it... i want my creatures to start hitting for that extra elemental damage
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 29, 2009 09:05 AM



Quote:
i tryed to use destruction to a large degree, but its difficult because my mana pool was very small, i am not shure why, maby it was my hero choice?


Probably just bad luck. Try to get Enlightement + Intelligence, and buy Knowledge increasing Artefacts at the Artefact's Merchant (Trade Guild I think it's called) if the level-up don't give you enough Destructive. Sorcery + Mana Regeneration will help you to keep a decent amount of Mana without refuelling. (this means that either 15% or 20% of your Mana is restored every turn). Also get Arcane Training.

Quote:
also, i never found this warlock sight ability i hear about, and i leveled to like level 5 or 6 with my hero it never came up... what skills do i need to get it... i want my creatures to start hitting for that extra elemental damage


The perk you seek is called "Elemental Vision", and to need
see the Opponent's Elemental, you need a crystalline building, that's unlocked after you build the Mage Guild. (I've forgotten it's name, but I think it's called "the Altar of the Elements".) Just check the building descriptions to make sure you have the correct one.

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sylvanllewelyn
sylvanllewelyn


Hired Hero
posted February 08, 2010 01:48 PM

Quote:
You still discuss dungeon strategies?


Well Academy strategies are still being discussed, why not Dungeon?  Hybrid factions are complicated!

I do have questions about fighting Academy though:

1) If magnetic golems are placed in the front row I can smash them with units.  BUT if they are in the back row protected, should I suicide my black dragons in the middle of enemy stacks and take them out with breath attack?  I can then cast my destructive spells, but the dragons will be wiped out by rakshasa.

2) If I get attack and tactics, how should I place?

a) Cast damage spell, charge in without minotaurs and hydras.  Some stacks go in, deal some damage.  Wizard then casts mass haste (if they have light, it WILL be expert), academy troops have boasted initiative from mini-artefacts, what goes in never comes out again.

b) Block my own units a little to weaken frenzy/puppet effects.  Problem is my units also take longer to move forward in this kind of setup.  Wizard takes time to use MoTW and start casting all sorts of stuff.

c) Place offensively but wait for minotaurs and hydras to move up first before attacking.  Problem is after 2 rounds of Academy ranged punishment, you won't have much left.

c)

c)
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 08, 2010 02:02 PM

Normally I charge and beat the crap out of them
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Ake11
Ake11


Hired Hero
posted February 22, 2010 08:47 PM

I know that you should have destructive, but I wonder about enlightenment and logistics. If you go for articfacts that boost your knowleadge then you dont need enlightenment so much.

And for logistics, okey its nice to rush but it dont help you when you go in battle.

What about this

Destructive
Attack
Defend
Sorcery
And the fifth I dont know what would be good

Or is Enlightenment and logistics so importent?

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Ichirguboil
Ichirguboil


Hired Hero
posted February 22, 2010 09:30 PM

Well, logistics won't help you directly in the battle, but considering the bonus which you get moving your hero faster it actually does help. You will be able to reach more artifacts, kill more neutrals, take more castles (well, yeah, there is kind of luck if you play on unknown map, but that's why the game is interesting). That's why logistics are important ... on bigger maps. When playing smaller, I probably won't use this skill.
About the Enlightment ... I would take it because of the Intelligence ... I'm always trying to have as much mana as I can because destructive magic can make a big deal in longer battles, even I have weaker army.

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Ake11
Ake11


Hired Hero
posted February 25, 2010 10:35 PM
Edited by Ake11 at 22:38, 25 Feb 2010.

Hi!

Me and some friends are playing a large map, they always use dark or/and destructive on magic skill and I dont know what skill you should go after, I know it depends what race they are but the skill you should always have

This is what I think, or am im wrong?

Dungeon:
Destructive -
Enlightenment - Intelligence
Sorcery -
Dont know what you should have more

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 26, 2010 12:11 AM

Logistics, with every faction.
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Map also hosted on Moddb

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antl
antl

Tavern Dweller
posted April 16, 2010 01:00 AM

dungeon vs fortress

I've tried many things but is it even possible to win against fortress ? Well what's the best strategy then ? Even after having destructive, sorcery, enlightenment and then maybe logistic or leadership its still too weak to defeat it and i didnt lose any single creature exept of stalkers before the main battle. So im asking is it snowing possible ?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 16, 2010 01:12 AM

Sure but try to attack them before week 5-6 if possible.
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OnLy4DuNgEoN
OnLy4DuNgEoN


Adventuring Hero
posted June 15, 2010 09:56 AM

As Elvin said..attack them early because they have the slowest advance in everything...If you give them time they will have no looses against you..
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Life is a dream for the wise, a game for the fool, a comedy for the rich, a tragedy for the poor.
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Ba
Ba

Tavern Dweller
posted June 15, 2010 06:19 PM
Edited by Ba at 08:08, 16 Jun 2010.

Hello,
I'm more of a reader here than a writer and I am really glad for all the info you all posted here. I usually play dungeon and have been playing heroes since homm2 although i was never a hardcore player.
I prefer Vayshan on maps from medium to large because of his spec ability and starting scouts, since i usually aim for day1 scout than day2 assasin, creeping is quite easy with him and cost effective^^
So I made a build with him and would apreciate all criticism (ok these stuff end like death cenetnces but why not XD ) So here it is:

luck for warlocks luck so (soldiers luck+magic res)
dest well i see here 2 options either ice+cold death (for cold steel att perk) or master of fire+ secrets of dest for fiery wrath
atack here is where my troubles usually begin xd battle frenzy is a must than retribution and depending on dest i either go for cold steel or power of speed or tactics
enlightment for mentoring
leadership recruitment for aura of swiftnes and maybe diplomacy just in case if there is no better choice or last choice

in the beginning i used power of speed but it never made enugh of  difference to make up for not damadgeing with dest, SO
a, should i get tactics and fiery wrath or
b, take cold steel and ice?

early creeping with los=0 in first 2 weeks because of pure stalker creatures can mean a big difference plus the around level 20 the stalkers can still be of some use with that invisibility trick...

I first get exp luck while aiming for adv dest and adv attack. So its pretty might oriented till week 2 or 3 before i have the resources for mage guild 4-5 many skills here are hard to get since they usually need a nother from a different skill but i found this build to be quite good.

For arties I would like (If im lucky) +ini ring, with windstrider boots or the dragon greaves for INI, AND lion crown which is important for the +5moral/luck, also depending on my spec either +50% damdge ice necklace or the phoenix cape for fire... and robes of sar isus and ring of sir isus, maybe also dragon flamee tounge and moonblade/dwarwen shield against frenzy

Although on XL and the like his spec is almost useles and the hero would need log... On L or XL map with max players (half human half npc, teams of 2 (NPC+human) which hero would you recomend? (every player plays a different one so almost every faction is present, humans are Sylvan, barbarian, necro, heaven, inferno (they choose from these) computers are almost always random... if not random than other than what we play with, difficulty hard.

So what do you think? Which skill should be dropped for log and what else needs changeing? I also agree on the minotaur and hydra leave out till the end except if i need a cheap building to make town level 15 for capital building ^^
Thanks in advance.

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OnLy4DuNgEoN
OnLy4DuNgEoN


Adventuring Hero
posted June 16, 2010 11:53 AM

you include leadership in your preferably skills..well it's a very small chance to take it --- 2% ..Vayshan isn't the best hero..I agree, he's the best for start but for a long game kythra would be a better choice
____________
Life is a dream for the wise, a game for the fool, a comedy for the rich, a tragedy for the poor.
-Sholom Aleichem

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Ba
Ba

Tavern Dweller
posted June 16, 2010 09:59 PM

Quote:
you include leadership in your preferably skills..well it's a very small chance to take it --- 2% ..Vayshan isn't the best hero..I agree, he's the best for start but for a long game kythra would be a better choice


Well than I'm extra lucky since i usually get it almost every game (ok there are a lot of huts xd or memory mentor)

Why Kythra? With her minotaur spec? ahhh because she starts with leadership, hmmmm...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 16, 2010 11:32 PM

@Ba
Welcome to the forum About your creeping you could do a lot better with stalkers, an assassin's poison won't deal much damage in combat anyway and you'll suffer more losses against ranged units. Not with stalkers however. The other thing you need is furies to kill all 4-5 speed creeps without using mana. And you should probably never sacrifice logistics.

Retribution is a good perk but one best left for really long maps, same for attack. Unless you want to charge an enemy faction I'd rather wait for other skills. Destructive, logistics, enlightenment and sorcery are normally a given, what else I'd love to get is defense, luck or leadership for empathy/aura of swiftness.

Another way to save mana with fast creeping is flaming arrows but that's for super rushing gameplay(short maps) and you'll likely have to sacrifice sorcery. Save for machines taking might skills for creeping is not recommended, you can creep perfectly well with stalkers, furies and destructive, logistics, enlightenment.

Dungeon is both good at might and magic so no need to rely heavily on either. In might's case sure retribution is nice but your units won't survive long to keep doing damage. Initiative rings can be a good indication if you plan to make a charging build, it makes a hell of a difference who attacks first.
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Map also hosted on Moddb

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Ba
Ba

Tavern Dweller
posted June 17, 2010 07:57 AM

Quote:
@Ba
Welcome to the forum About your creeping you could do a lot better with stalkers, an assassin's poison won't deal much damage in combat anyway and you'll suffer more losses against ranged units. Not with stalkers however. The other thing you need is furies to kill all 4-5 speed creeps without using mana. And you should probably never sacrifice logistics.

Retribution is a good perk but one best left for really long maps, same for attack. Unless you want to charge an enemy faction I'd rather wait for other skills. Destructive, logistics, enlightenment and sorcery are normally a given, what else I'd love to get is defense, luck or leadership for empathy/aura of swiftness.

Another way to save mana with fast creeping is flaming arrows but that's for super rushing gameplay(short maps) and you'll likely have to sacrifice sorcery. Save for machines taking might skills for creeping is not recommended, you can creep perfectly well with stalkers, furies and destructive, logistics, enlightenment.

Dungeon is both good at might and magic so no need to rely heavily on either. In might's case sure retribution is nice but your units won't survive long to keep doing damage. Initiative rings can be a good indication if you plan to make a charging build, it makes a hell of a difference who attacks first.


Thanks Elvin and I meant stalkers, because of their invisibility to take down arcane archers and other nasty ranged units... Well I don't know that much about sorcery, i used to go for it but if the match ends in 3 max 4 turns than at expert level i only get 1 extra turn with my hero. Maybe I'll try it again. I like the luck-leadership combo since warlocks luck is for my caster and with sometimes 5-7 moral/luck the 15% from expert attack and the 25%from retribution along with a luck that doubles not to mention 10% fiery wrath or cold ice can really surprise my opponents when just a few units deal a heavy punch, than they can't afford to leave the smaller packs alone (like 100furies 90 killed and the 10 still hurt them so they do an overkill on the furries^^) I'm usually magic oriented so if i don't get leadership than i almost always take sorcery. I think I'll give your build a shot, after all you're more experienced

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