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Heroes Community > Heroes 5 - Temple of Ashan > Thread: vote for the strongest faction
Thread: vote for the strongest faction This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 20, 2007 06:58 PM

Sounds pretty cool to me. Two skills I'd normally never pick with a wizard and be effective as well.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 20, 2007 07:02 PM
Edited by Doomforge at 19:02, 20 Sep 2007.

double-luck motw implosion with slippers - with light magic, miniarties, infinite manapool, phoenix and good creatures? hahaha what a joke nival. Thx for making the academy even more "fun"

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Beowolf
Beowolf


Adventuring Hero
posted September 20, 2007 07:09 PM
Edited by Beowolf at 19:11, 20 Sep 2007.

This is going to get ugly... All offensive spellcasters are going to look exactly the same in terms of skills. But every stick has 2 ends: imagine Marbas fighting spellcasters with dwarwen luck, 20 levels and some resistance arties - resistance above 100% Oo If it stays like that the word "imballance" is going to take a brand new meaning

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WarLore
WarLore


Famous Hero
servant of urgash
posted September 20, 2007 07:17 PM

what no no no that will be really wrong me disagree
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 20, 2007 07:19 PM

Yes but destructive with wizard sucks after week 3-4. The setup you said needs much luck and leadership is very rare anyways. As for dwarven luck  you won't see it in another faction that would be a crazy imbalance.
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Beowolf
Beowolf


Adventuring Hero
posted September 20, 2007 07:33 PM
Edited by Beowolf at 19:39, 20 Sep 2007.

Quote:
As for dwarven luck  you won't see it in another faction that would be a crazy imbalance.


Thats exactly what I wanted to hear. Situation looks exactly the same with warlocks luck - should be only for warlocks in ToTE. Allowing this perk to high sp wizards, runemages and necromancers would be indeed "crazy imbalance". Lets forget about spell availability for a second. The thing with dwarven luck would be probably only the tip of the iceberg. Perks exclusive to certain classes should stay as they are!  

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 20, 2007 07:45 PM
Edited by Elvin at 19:46, 20 Sep 2007.

Necros no but runemages do have it. That said it requires sorcery which is rare and magic insight that is kinda useless. Oh and arcane brilliance You won't see it that often and almost never early.

IF it remains like that. All we know is subject to change don't forget that.
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Beowolf
Beowolf


Adventuring Hero
posted September 20, 2007 07:52 PM

Quote:
IF it remains like that. All we know is subject to change don't forget that.

Hopefully. If they meddle with the skills too much something sinister will come out of it

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86wyp
86wyp


Adventuring Hero
posted September 21, 2007 04:39 AM
Edited by alcibiades at 08:46, 21 Sep 2007.

Actually this sort of change in skill system benefits wizards the mostThey get all that they can hope -- significant buffs to their main weapon: magics. Eternal Light,Shrug Darkness,Ignite,Distract,Warlock's Luck,Empathy(it's interesting that runemages don't have it any more),and small abilities that improve their spellpower like arcane excellence, arcane brillance,and arcane exaltation.And it is easy to get any of them except Empathy in a short game. Also there are Aura of Element Vulnerability and Destruction Magic Magnetism. I don't know if this means overpowered but I don't see any other faction gets some equally big buffs as academy(sylvan maybe but they are kinda suck in HOF).

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86wyp
86wyp


Adventuring Hero
posted September 21, 2007 04:53 AM

Quote:
Yes but destructive with wizard sucks after week 3-4.


I don't agree with this. In fact, I believe with all new abilities and creature abilities in ToTE, wizards can use destructive magics far more effectively than warlocks or runemages or other heroes. If wizards' desturctive sucks after 3 weeks, then warlocks will have little chance to survive.

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted September 21, 2007 04:58 AM

Quote:
I don't know if this means overpowered but I don't see any other faction gets some equally big buffs as academy(sylvan maybe but they are kinda suck in HOF).



Well supposedly they'll have access to Ultimate luck by lvl 20-25 so they won't suck completely on a decent sized map.

I'm still taking all of this info with a grain of salt, after all even if you fill up the skill wheel that's still only 1 or 2 more tertiary perks per skill and they certainly can't all come into play for every faction.

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86wyp
86wyp


Adventuring Hero
posted September 21, 2007 05:32 AM

Quote:
I'm still taking all of this info with a grain of salt, after all even if you fill up the skill wheel that's still only 1 or 2 more tertiary perks per skill and they certainly can't all come into play for every faction.


hope to goodness

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 21, 2007 09:05 AM

@86wyp
I was talking about now. I wouldn't bother to go destructive vs a fast and damaging faction like sylvan as it is.
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted September 21, 2007 10:39 AM

Is there an info about new skills somewhere?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 21, 2007 10:48 AM

No, just a few leaks.
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godlyatheist
godlyatheist


Adventuring Hero
posted September 22, 2007 07:31 AM

I vote for Double Cast as dungeon's ultimate. With requirements being attack, luck, sorcery, destructive, and enlightment.

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted September 22, 2007 07:59 AM

What is wrong with double damage from chains?  That is a tremendous amount of free damage.

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Duncan
Duncan


Famous Hero
The Pathfinder
posted September 22, 2007 08:27 AM

Quote:
Quote:
I vote for Haven. The towns are easiest to build.
Quote:

oO? Easy? 20 Ore for archers... 20 Ore for Imperial griffins... 20 ore for Squires... naa I wouldn't say easy with those ore requirements... but ok I don't play haven but atleast this will make you prioritize much more.


I was referring to the town structure, given normal play with sufficient resources. Just compare, how many days required to build a castle in a Haven town to a castle in Fortress??

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LiZaRdMeN
LiZaRdMeN


Disgraceful
Known Hero
The king of Grimheim
posted September 22, 2007 08:36 AM

Fortress are perfect necro killers-swift mind+eternal light+mass bless+mass rigteous might +dwarven luck=necro destruction.And if doesn't work the rune of exorcism will do the dirty work

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havenlover
havenlover


Adventuring Hero
posted September 22, 2007 08:38 AM

Quote:
Quote:
Quote:
I vote for Haven. The towns are easiest to build.
Quote:

oO? Easy? 20 Ore for archers... 20 Ore for Imperial griffins... 20 ore for Squires... naa I wouldn't say easy with those ore requirements... but ok I don't play haven but atleast this will make you prioritize much more.


I was referring to the town structure, given normal play with sufficient resources. Just compare, how many days required to build a castle in a Haven town to a castle in Fortress??


I also like haven because they don't have to take the rarer resource mines if something nasty is sitting on them, like lots of archmages or or a horde of elder druids.  

but yah ore is a huge pain, once u get used to it though as long as there's average to good ore around it wont impede much.  paladins are zero ore, and they're your big late game stomp unit.
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