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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»
Fauch
Fauch


Responsible
Undefeatable Hero
posted April 04, 2008 11:06 PM

centaurs = awesome
and goblins aren't as bad as they seem. they aren't familiar, but it's still far better than peasants...

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Dundunge
Dundunge

Tavern Dweller
posted July 14, 2008 04:41 PM

I'm kind of a newbie at homm5 but I've played the game since homm1 and I wanted to share a few things and most of all get feedback.

(I've only upgraded to 1.2 so far)

This is my buildorder:

week 1
Gold-building (forgot the name)
Mage-guild level 1
Blood Maidens
Blood Fury
Scout
Assassin
Mage-guild level 2

week 2
Mage-guild level 3 (if I got destructive magic)
Gold-building
.............


About the assassins my opinion is kind of a result of all others opinions with one catch, I like to use them as decoy and mainly focus on my bloodfurys to do all the killing (with random spell if nessecary). But other then that assassins are kinda weak in damage.
They become better in larger numbers due to poison (ofc ) and the toughness is always welcome as a low-level shooter-tank!

I find creeping very easy this way as long as there aren't any shooters. My main problem is thoose hunters and druids with GOOD initiative who decimates my bloodfurys and I feel there's not much to do. My only protection is to place 2 stacks of assassins and run! as close as possible towards the casters and hope to the gods they will aim at them. (most of the times they wont due to smarter AI then former versions of homm, this one calculates how many units they kill as well).

Ofc I try to get sorcery as fast as possible to get that spell flying before they attack their first time but this isn't always the case in week 1-2.

Thanks in advance for opinions!

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted July 14, 2008 05:26 PM

all mage guilds asap imo.

didn't have the lust to read further...
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 14, 2008 05:40 PM

In the original I used to get mage guild, furies and hydras on week 1. Assassins are not really needed and while sorcery is good enlightenment is essential. Heh I remember the times I also abused warlock's luck, things are so different in tote.
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Map also hosted on Moddb

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dundunge
dundunge

Tavern Dweller
posted July 14, 2008 05:43 PM

Why is enlightment better then sorcery to start with?

My guess would be for thoose extra stats/exp as soon as possible, but isn't sorcery more needed in the beginning to keep you from loosing your bloodfurys?

...or do you simply kill all non-casters/shooters first?

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted July 14, 2008 05:44 PM

Quote:
My guess would be for thoose extra stats/exp as soon as possible, but isn't sorcery more needed in the beginning to keep you from loosing your bloodfurys?
Ahem, Sorcery works only AFTER you cast a spell. It doesn't help you act first at the start of battle
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 14, 2008 05:55 PM

Also when you put furies in it means you will cast NO mana. Horde of squires, minotaurs etc. If the enemy is ranged or caster then you split a few scout stacks and throw in a fireball/circle - they usually split in 4 when you have weak forces and an aoe hits 2 targets at a time.

Enlightenment not only gives you extra spellpower but also access to intelligence for the extra mana.
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Map also hosted on Moddb

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dundunge
dundunge

Tavern Dweller
posted July 14, 2008 06:06 PM

Quote:
Ahem, Sorcery works only AFTER you cast a spell. It doesn't help you act first at the start of battle


Oh, thanks alot, didnt realise that!

Quote:
Also when you put furies in it means you will cast NO mana. Horde of squires, minotaurs etc. If the enemy is ranged or caster then you split a few scout stacks and throw in a fireball/circle - they usually split in 4 when you have weak forces and an aoe hits 2 targets at a time.


Also thanks, if I understand you correctly the splitting of scouts means the AI split it's forces as well. Or do the casters/shooters really target your scouts instead of bloodfurys?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 14, 2008 07:32 PM

They will, that's why I never put furies in the field when I face ranged/casters. About the AI splitting it is not about YOU splitting forces but whether it is afraid of you or not.
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Map also hosted on Moddb

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samiekl
samiekl


Supreme Hero
posted July 14, 2008 07:36 PM

If you don't play tote, you get destruction and sorcery to expert as fast as possible and have only 7 stacks of 1 scout in your army. and use aoe spell ( fireball or circle of winter) to kill the shooters.

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Minion
Minion


Legendary Hero
posted July 14, 2008 08:37 PM

Quote:
If you don't play tote, you get destruction and sorcery to expert as fast as possible and have only 7 stacks of 1 scout in your army. and use aoe spell ( fireball or circle of winter) to kill the shooters.


Exactly. When you have such low number of troops, the neutrals are in 4 stacks with a good probability. (Empowered) Stone Spikes with Slippers is enough too. Against low level shooters you can use a stack of Minotaurs to absorb the damage. If you spent resources on them... only with Kythra I suppose. Finally, later you can use Deep Hydras... depending on how early you want to take the mines (7 Scout stacks is the most cost-effective way, but you need to be good at evaluating what neutral stacks you can take..)
____________
"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor

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Dundunge
Dundunge

Tavern Dweller
posted July 15, 2008 01:47 PM

Thanks for the advice, it sounds like a good strategy against casters/shooters.
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kermit
kermit


Known Hero
Soul hunter
posted July 15, 2008 02:45 PM

7 stacks of 1 is sometimes risky, not long ago I had all the 4 hunter stacks shoot before my hero's turn, 1 stack got morale and it was a retreat for me.

To take them out with magic you need really high sp empowered spells and eventually an elemental damge increasing artifact or 2 (phoenix's cape/emerald slippers), elemental vision could add some damage too.

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Minion
Minion


Legendary Hero
posted July 15, 2008 02:50 PM

Quote:
7 stacks of 1 is sometimes risky, not long ago I had all the 4 hunter stacks shoot before my hero's turn, 1 stack got morale and it was a retreat for me.

To take them out with magic you need really high sp empowered spells and eventually an elemental damge increasing artifact or 2 (phoenix's cape/emerald slippers), elemental vision could add some damage too.


True it is risky, but you should have won it if your Hero had Sorcery. And Hunters are fragile, you don't need that high a spellpower to take them down.
____________
"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor

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samiekl
samiekl


Supreme Hero
posted July 15, 2008 03:11 PM

Risky? With expert sorcery and expert destruction, in the most unlucky situation (all 4 stacks get morale) you still are left with 1 scout.

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dundunge
dundunge

Tavern Dweller
posted July 15, 2008 08:42 PM

I got another nOOb question: Do ppl choose logistics in the beginning or even at all?

I tried to look this up in the forum but cant find anyone mention it. I find it really anoying not to have logistics/pathfinding quite early.

And if you get the chance to pick it in the first level up and dont pick it, it can take 4ever be4 it shows up again...

again thanks in advice

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kermit
kermit


Known Hero
Soul hunter
posted July 16, 2008 03:25 PM

Quote:
Risky? With expert sorcery and expert destruction, in the most unlucky situation (all 4 stacks get morale) you still are left with 1 scout.


Well honestly I don't always get sorcery to expert that fast, generally I favor getting destructive perks + at least advanced irresistible magic with elemental vision and enlightenment + intelligence. Once I get that I start to take other things like sorcery or logistics. I don't find sorcery that usefull in creeping in TotE since with decent SP and stalkers you usually have enough time to take out the shooters anyway. However in Original HOMMV sorcery might be a more usefull early on, I won't argue.


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samiekl
samiekl


Supreme Hero
posted July 16, 2008 03:59 PM

Tote is different, i take sorcery last now. But i occasionally play no stalkers and you're dead without fast sorcery.

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LucJPatenaude
LucJPatenaude


Disgraceful
Known Hero
posted July 17, 2008 06:58 PM

Quote:
I got another nOOb question: Do ppl choose logistics in the beginning or even at all?

I tried to look this up in the forum but cant find anyone mention it. I find it really anoying not to have logistics/pathfinding quite early.

And if you get the chance to pick it in the first level up and dont pick it, it can take 4ever be4 it shows up again...

again thanks in advice


Yes. Always take Logistics a.s.a.p. Why? I gets to speed up your creeping of your new acquired kingdom's grounds(terrain) and, you get to start growing your resources stockpiles. Building faster(each day/turn of the earliest weeks) for being able to build a Hero's secondary skills and army to an admirable state a lot faster that way. Even the horse Stables will boost your movement points for the whole week(for every day of that week if, you can find one, that is).

Get Sorcery for your hero right after you get Advanced Logistics, so you can support your troops the soonest possible. Reason: Not to lose too many of your troops of day 1 upto the start of week 2. In order to prepare yourself for the grand finale of the rule of your neighboring enemy's town.


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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 17, 2008 07:12 PM

???
____________
Coincidence? I think not!!!!

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