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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»
wiseguy
wiseguy


Hired Hero
posted July 13, 2007 06:18 PM

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. :/


Assassins are the best level 1 unit the shooting does suck(unicorn bow) but their true strengh is in poison and melee if teh enemy gets close to your side of the battlefield you will have assassins at full range minotaurs and hydras. This should discourage your oppenent then you engage them on their side with magic furies riders dragons then with teleport assualt hydras and minotaurs.
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sdfx
sdfx


Famous Hero
posted July 13, 2007 07:28 PM

Assassins have growth of 7 and it's the main reason that makes them easily the worst and most useless tier in the game. Probably it's the only unit that is both weak AND expensive.
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MartectX
MartectX


Adventuring Hero
posted July 17, 2007 01:23 PM

Quote:
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.

It depends on sacrificed hit points. You can find a detailed table in the fan-made manual. Here's an excerpt:
HP scarificed -> Fury +Growth -> Minotaurs +Growth
300 -> 1 -> 0
600 -> 2 -> 0
1200 -> 3 -> 1
2400 -> 4 -> 1
3600 -> 4 -> 2
4800 -> 5 -> 2
9600 -> 6 -> 2
10800 -> 6 -> 3

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86wyp
86wyp


Adventuring Hero
posted July 18, 2007 10:57 AM

Assassins maybe the best, iff you do not lose them in creeping.

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sdfx
sdfx


Famous Hero
posted July 18, 2007 11:51 AM

That's the most optimistic sentance on this forum so far.
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shassz
shassz


Adventuring Hero
posted July 18, 2007 12:45 PM

Teleport assault + hydras hit bigtime. Power of speed also worked well for me since dungeon is an assault team to me with their massive hp+attack/dmg. My last favorite is warlock's luck with which you have a chance to hit nme with 3 times normal spell dmg if you use empowered spells and warlock gets lucky too. And warlocks have pretty high sp as well. The only thing I found annoying in dungeon were the level 6 units. If any1 has made a good use of them pls share it here. As for assasins I  think theyre only good for early game creeping since they cost a lot(more than most upgraded lvl2) and other units cost a lot too in dungeon which are better than assasins so later on they only worth to buy if you have a lots of money and nothing else to buy which rarely happens.

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sdfx
sdfx


Famous Hero
posted July 18, 2007 12:58 PM

Shadow witches are best at creeping when split into several stacks. They can cast slow on enemy stacks and righteous might on furies/grim raiders. Also, they are the only hope to counter a counterspell.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 18, 2007 12:59 PM

there are a couple more actual dungeon threads, guys.. :-X


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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted July 21, 2007 02:09 AM

I didn't realize Attack for Warlocks was weak.  I know they're tailor made for Destructive Magic.  However, with that monster Spell Power of theirs I can't help but think they could make one helluva Phoenix.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 21, 2007 02:26 AM

If they had the mana sure. But 35 mana per phoenix are hard to come by so one must be sure it will count in the battle to come.
About attack I'm not so sure anymore. Tactics, power of speed and retribution can have their merits but a melee dungeon does not work in all cases. Plus I prefer blasting the opponent with spells
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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted July 21, 2007 03:09 AM

Quote:
If they had the mana sure. But 35 mana per phoenix are hard to come by so one must be sure it will count in the battle to come.
About attack I'm not so sure anymore. Tactics, power of speed and retribution can have their merits but a melee dungeon does not work in all cases. Plus I prefer blasting the opponent with spells


I've focused on Yrwanna so far for my Warlock needs.  Her mana pool doesn't seem to be as much of an issue.  But I do seem to be getting offered Summoning Magic so often I wonder about its effectiveness.  

I can see how Attack isn't an optimal skill.  Archery blows.  Assassins don't factor into a last battle and Witches are seem to be better off casting spells at the beginning.  Low growth numbers mean Battle Frenzy sucks.  But tactics is pretty good and so is Power of Speed.  
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 21, 2007 03:19 AM

Retribution with just 2 morale(no arties) plus expert attack and elemental chains with upgraded alter of elements can potentially translate into +50% damage. Without the chains it's +25% at worst.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 21, 2007 10:00 AM

If you want a good melee dungeon, kythra is a fine pick (starts with very important for might heroes leadership with 2% chance of popping up normally..). She also boosts minos to a decent unit, covering their abysmal stats.

Yrwanna is more of a mix.. trying to combine good destructive with decent melee, and while furies are worthless later on, they are great in creeping. The best part of yrwanna is her intelligence perk, along with enlightment that allows her to gather a bit more experience from the very beginning.

Sinitar is for magic lovers: with arcane training, the cost of empowered spells lowers to a point where they cost like ordinary spells. If you plan spamming empowered meteor shower, this hero is GOOD. And he starts with eldritch arrow -> VERY important destructive earlygame spell.

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sdfx
sdfx


Famous Hero
posted July 21, 2007 12:43 PM

Fire trap isn't affected by phoenix feather cape.
The most powerful/annoying/scary thing about a warlock is his/her ability to (power)hit and (coward)run.
(power)hit part is achieved by taking luck, destructive, enlightenment and sorcery.
(coward)run is achieved by attacking before being shackled.

Attack and summoning are not much aid to (power)hit part. Summoning could be useful with phoenix but it's generally way better to focus on doing as much destructive damage as possible before running away.
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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted July 21, 2007 02:48 PM

Quote:
Fire trap isn't affected by phoenix feather cape.


I was under the impression that fire trap is improved by the emerald slippers.

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sdfx
sdfx


Famous Hero
posted July 21, 2007 03:48 PM

I have HoF 2.0 and fire trap isn't affected by any +50% element artifact..
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 21, 2007 03:58 PM

I thought as much. At some time I had checked if it was affected by master of fire but negative.
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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted July 22, 2007 09:02 PM
Edited by The_Gootch at 21:03, 22 Jul 2007.

Quote:
If you want a good melee dungeon, kythra is a fine pick (starts with very important for might heroes leadership with 2% chance of popping up normally..). She also boosts minos to a decent unit, covering their abysmal stats.


I am getting more and more to the opinion that a creature's initiative is paramount in determining whether to take the hero that specializes in said creature.  Minotaurs fail miserably. And so Kythra is not a viable option as a main.

Sdfx pointed out a way to substantially increase the probability of getting important 2% skills for heroes.  If leadership is paramount for a more melee oriented Warlock then max out Irresistable Magic, Attack, and Destructive Magic(including irresistable magic) and you will start getting offered 2 different skills every level up with a 17.65% chance for Leadership.

Because she starts with all 3 said skills and a potentially interesting special, I'd be more inclined to look at Eruina as a melee Warlock.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted July 25, 2007 05:13 PM
Edited by Moonlith at 17:13, 25 Jul 2007.

Quote:
Nice thread man!

About the heydra, when you put only him a few points forward, most enemys will attack him, what means that wen he retaliates he will kill many, so it can be  offensive creature.


I asume you're talking random enemies and not human players

Only idiots will hoard their creatures around hydras when there are more dangerous units on the battle field - as a rule Hydras are ALWAYS the last creatures standing for a warlock.

They are actually great for creeping btw due to their high health + regeneration... They hardly die.

Did anyone know the regeneration goes above the max health and even resurects dead hydras?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 04, 2008 10:47 PM

Err they have easy earlygame.
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