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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Dungeon Overview
Thread: Dungeon Overview This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Feuerader
Feuerader


posted June 05, 2006 09:26 AM

Assassin's physical damage is not a very important issue, as it is compensated by their poison attack which could always do a lot of damage and make them quite good at farming slow neutral creatures.

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Snap
Snap


Hired Hero
posted June 06, 2006 07:48 AM
Edited by Snap at 07:51, 06 Jun 2006.

Having played most of the campaign, my opinion on skills:

From the magic schools - destructive magic, without question.  Spell power takes up much of your stat growth, and more importantly, Empowered Spells! (which you should take ASAP).  The tough 3rd campaign was pretty much won with meteor showers and the like.

Sourcery - definitely, with all the options.  Since mana will be an issue, at least in early scenarios, try to get Magic Insight and Mana Regeneration.

Attack and archery aren't bad but not as useful as in other races.  You have two shooters, neither of which is particularly good as a traditional shooter (but they have other perks).  And the base damage of your low-level units is quite high, so percent increase from Battle Frenzy will be relatively small (not like for skeleton archers, for instance).

Logistics.  You'll be playing on some very large maps, so you'll be glad to have it.  I also just got Teleport Assault (had to take useless Scouting for it ).  Haven't had a chance to use it yet, but it should be nice to teleport your slow hydras in the midst of 3-4 enemy stacks

War Machines?  I am playing without them, and I've had some painfully slow castle sieges.  You have no fliers save for the dragons (if any), and your shooters aren't so strong...


And some battle tips: often when fighting an inferior army led by a hero, it makes sense to keep your blood furies in reserve.  Yes, they certainly are devastating, but they are also very vulnerable, and the enemy hero will concentrate exclusively on hurting them.  It's not uncommon to lose half a stack even in an easy battle.  Ditto for castle sieges: they aren't very useful there anyway.  Better to put forward your tough but otherwise not very useful minotaurs and hydras, and decimate the enemy with your destructive spells.

Shadow witches/matriarchs are so-so shooters for a 6th level troop, but they can be used to cast supporting spells.  For that you don't need more than a few, since the spell effect does not depend on the stack size.  Again, in an easy battle - better to hide them: they are too expensive to lose to some wanker's ice bolt

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 08, 2006 02:22 PM

Quote:
They always have a range penalty, that mean even in close range they still do half damage, whereas normal range units will do full damage.

It does not have a double range penalty, they just do the same damage in any range.

well...

I'm currently (typing this on my laptop) playing Dungeon. My Scouts are facing 2 stacks of Squires. One of them is "in range" (cursor is full arrow), the other is out of range (broken arrow).
Damage prevision out of range: 7-11. In range: 14-23.
Now, maybe it's only a visual bug, and the damage is actually the same for both, but i won't test in this fight (way too dangerous, trying to save my skin already =P)
____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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Vicheron
Vicheron


Known Hero
posted June 08, 2006 09:08 PM

Squires take half damage from ranged attacks.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 09, 2006 01:09 AM

and?

you probably missed this part of my post

Quote:
My Scouts are facing 2 stacks of Squires.

Both stacks were Squires, so the damage they take is irrelevant, the important thing is they take the same when range is not factored in
____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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drewid
drewid


Hired Hero
posted June 09, 2006 12:19 PM

i dont see why your so worked up on assassins i think there good yeah possibly a bit pricey at 100 each but either way you still have shadow matriachs for long range deep hydras being a great tank, grin raiders with a good max attack initiative and speed and well black dragons ...max damage 70 and yet cheaper than arch devils, emerald dragons and titans
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We are who we protect...

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 09, 2006 01:42 PM

who's worked up?
And we're discussing Assassins, so the fact that other units are very good is of little relevance, don't you think?

PS: i like Dungeon, Blood Furies and Grim Raiders are very nice units, with interesting specials, and which combine very well.
____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 09, 2006 02:00 PM

Assassins suck, suck, SUCK!! Pathetic damage :/ Definitively the worst damage of level 1 units. I've tested it, omg, they can't kill a thing when shooting. Only the poison is worthwile..

Blood furies atrract AI so much that I keep losing them all the time, so damn annoying. I hate that :/ How can I save them against even the weakest shooters? no clue.

Because of weak level1 unit and "shoot-me-please" level2 unit, dungeon has a bad start.. and that discourages me from playing this castle. :/

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 09, 2006 02:36 PM

playing with Furies requires planning. you should try making a few stacks of 1 Blood Furies so they can reach sooters without attacking, just stand there and block shooting. then proceed with your real stack. Abuse Lizard Bite. Abuse the poison ability of the Assassins if you need it (recently, i've tried skipping on this upgrade entirely, to reach Furies/Raiders/Witches more quickly).

And, when you don't need them, don't field them.
____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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Thanatos
Thanatos


Known Hero
posted June 12, 2006 11:56 AM
Edited by Thanatos at 11:57, 12 Jun 2006.

Quote:
Almost 3 pages from this thread about assassins! Don't u people think that's a 'bit' moronic considering that the black dragons are made useless by the racial feat of the warlocks? What's the fun of the dungeon if not to armaggeddon everything to cinders around them?


There's much more to the Dungeon/ Warlocks besides Dragongeddon... It's a pity it's gone, but I've never felt it was a useful strategy anyway because I always have many more creatures besides blackies in my army.

Question by the way: is it also possible to bless Black Dragons with irresistible magic?

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted June 12, 2006 12:44 PM

Without testing - I would say no. I don't think the game will let you cast a non mass/area spell on them. But, I guess you could get a bless on them by casting mass :yes: It lets you kill them with your armageddon lol. Uncormired though.

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kendo
kendo

Tavern Dweller
posted June 12, 2006 04:22 PM

Quote:
Quote:
The Grim Raider's lizard bite is very easily exploitable. Put 1 Blood Fury in each of your empty slots. Have the Grim Raider move next to as many enemy creatures as possible. Have the Blood furies attack the creatures adjacent the Grim Raider and you'll get a bunch of extra damage from lizard bite.


Yep, good tactic. Perhaps an idea to put more then 1 blood furie, with one you just need one chain-lighting and they are all dead.
I think if you take 10 it would be a really good tactic.


could someone explain lizard bite a bit, confused by the different notes I see about it.  from the excellent creature ability guide on this site, lizard bite is defined as:
_______
"Creature attacks the enemy who is attacking neighbouring creature (provided it's within range), and inflicts half the regular damage."
_______

this makes if sound like it is a defensive ability that attacks your enemy's creatures when those creatures attack one of your creatures, next to a raider.

but the quotes above sound like the lizard attacks offensively when one of your other creatures attacks an enemy stack next to the raider.  

two very different things, so would appreciate any clarification anyone could provide on how this ability works,

thanks

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neoexdeath
neoexdeath


Adventuring Hero
posted June 12, 2006 04:39 PM

It is an offensive skill. If your creature attacks enemy creature adjacent to grim raider, lizard bite is triggered and the damage dealt is equal to half of the "normal" raider damage.

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88kiddiem
88kiddiem

Tavern Dweller
posted June 12, 2006 07:07 PM

can someone explain the usefullness of the the sacrafising creature building, it makes sense that u have to sacrafise a great number of creatures to boost the groth of the minotaurs and blood maiden/fury's, but i would still rather keep my x amount of powerfull creatures than increase cretaure groth by 1 a week.
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silentbobus
silentbobus


Adventuring Hero
posted June 12, 2006 07:59 PM

Quote:
can someone explain the usefullness of the the sacrafising creature building, it makes sense that u have to sacrafise a great number of creatures to boost the groth of the minotaurs and blood maiden/fury's, but i would still rather keep my x amount of powerfull creatures than increase cretaure groth by 1 a week.


Well, if the growth is permanent, I imagine that sacrificing during the early weeks is used to help out in later weeks. Although if you have another town and you don't want to use their units you could always sacrifice them at your dungeon town...

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88kiddiem
88kiddiem

Tavern Dweller
posted June 12, 2006 08:32 PM

the growth is perminent. i never thought about sacrafising early on, this probaly would help later in the game. i guess next i need to try and find out what effect make the creature growth more quick. the only things i can figure that would make its growth faster is by sacrafising large amounts of high level crearures. but seeing as dungeon only produce small amounts of units it would probably be usefull the capture either a haven or necropolis town as they have high growths.

but then this means it becomes a rather useless thing to do towards the end of the game, blood fury's tend to die quick from archers as they seem to take priority damage over your archers and spell casters, so having an extra 1 or 2 of these a week wont help at the end of the game. minotaurs are slow and not particualt strong so towards the end of the game so these also become useless when gaining a small amount extra per week.

also i noticed on the other part of this site the pit has a description saying both

Sacrificing of creatures here may result in additional growth rate increase at seemingly random tier. - so i take it that means that to get a groth of oen creatrue a week u may need to sacrafise 10 cretaures, while to get a further increase of oen creature a week u need to sacrfaise an additional 20 or something along the lines of that.

You may also decide to take a risk and sacrifice creatures for a growth rate at a random level - this idea seemed much better but must have been cut from the game as ive not seen this option, if this option was in the game i think the pit would be a much betetr building
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kendo
kendo

Tavern Dweller
posted June 12, 2006 08:43 PM

Quote:
It is an offensive skill. If your creature attacks enemy creature adjacent to grim raider, lizard bite is triggered and the damage dealt is equal to half of the "normal" raider damage.


thanks for the quick reply.  probably still a situational ability but way better than when I thought it was activated by having one of your stacks attacked by the opposing forces.

setting up the raider / fury combo could be pretty nasty.  with as quick as the furies are, you could get in 3 or 4 attacks by the raiders on a nasty stack, with no retaliation.

going to have to experiment with that a bit.  thanks

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ismail222
ismail222


Known Hero
The Cataclysm
posted June 13, 2006 01:09 AM

Quote:
Assassins suck, suck, SUCK!! Pathetic damage :/ Definitively the worst damage of level 1 units. I've tested it, omg, they can't kill a thing when shooting. Only the poison is worthwile..

Blood furies atrract AI so much that I keep losing them all the time, so damn annoying. I hate that :/ How can I save them against even the weakest shooters? no clue.

Because of weak level1 unit and "shoot-me-please" level2 unit, dungeon has a bad start.. and that discourages me from playing this castle. :/


do u really do good tactics with blood furies???
ohh! u just have to save them in shooting combats until u get tactics ability and then make them stand at the middle of the tactics phrase and kick some asses and if u wanna play better with them get neck of bloody claw and battle frenzy abiliy

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FORTRESS_FTW
FORTRESS_FTW

Tavern Dweller
posted July 13, 2007 03:17 PM

dungeon is my fav place on 5 but i think the warlocks suck when u first get them they own like hell and the units are the most expensive but have some of the best like assasins best tier 1 black dragons i say first best tier7  and grim raid and shadow matriartch and hydras are like the best of theier tier

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FORTRESS_FTW
FORTRESS_FTW

Tavern Dweller
posted July 13, 2007 03:18 PM

srry that mad no sense warlocks suck at first then they own

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