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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Complete Dungeon overview + strategies
Thread: Complete Dungeon overview + strategies This thread is 2 pages long: 1 2 · «PREV
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 27, 2007 04:09 PM

Quote:
just pointing out, that yrwanna doesn't start with "slow".
each magic caster (warlock, wizard, necro) start with 1 random spell. After patch 1.4, necro start with raise dead, but wizards and warlocks still start woth 1 random spell.

There are exceptions, i.e Jhora who always starts with magic arrow.


You are mistaken, all magic spells are fixed-not random.
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Map also hosted on Moddb

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Shauku83
Shauku83


Promising
Famous Hero
posted January 27, 2007 04:36 PM
Edited by Shauku83 at 16:36, 27 Jan 2007.

Quote:



Master Gremlins - ouch! higher initiative than the hero! This one really hurts! Losses are inevitable here


Deploying the Minotaurs only is a nice idea. Losses will remain, but you will save the Furies. A good trade IMO.
Quote:


Sprites - the level 1 nightmare of all factions except Necropolis. You must get your 3rd hero if you don't want losses!


Sprites are easy prey also for Academy, they have elemental & mechanical creatures at level 2&3. You won’t be taking practically any losses.

Most of the creeping information is planned for non-hydra approach, when Succubus Mistress and all shooters from level 1-6 can be taken on quite early with Deep Hydras (I have taken Succubus Mistresses on week 2, no losses). That is of course only one route, but you give something and you get something.

And many don’t agree about the ratings, and of course neither do I wit all of them, but the most important thing is above them; in the text. I consider the ratings as a personal note after the “real thing”

@TheDeath. Scouts really are among the worst tier 1 creatures. Very poor ranged damage, so they are best used in melee. But they have extremely low HP, so cannot be used in melee. Assassins are WAY better.

You claim that Minotaur Guards have low HP and low damage, which is completely false.
Minotaur Guards bring a lot of HP (Even on Dungeon standards; they have the highest HP, after Dwarves) That doesn’t mean that they are tanks though, their extremely low defence makes sure of that. They score very good damage, damage that is high on pretty much any factions standards. But they are slow to use that offensive power.

So I think ZombieLord nailed their description extremely well.



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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted January 27, 2007 04:47 PM

Quote:
Sprites are easy prey also for Academy, they have elemental & mechanical creatures at level 2&3. You won’t be taking practically any losses.

Ooops. I almost forgot Academy.

Quote:
Most of the creeping information is planned for non-hydra approach, when Succubus Mistress and all shooters from level 1-6 can be taken on quite early with Deep Hydras (I have taken Succubus Mistresses on week 2, no losses). That is of course only one route, but you give something and you get something.

Well yeah, upgrading Hydras so fast is a strange strategy, like MMR. I'm not saying those strategies are bad, just that I wrote of a more 'general' route.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 27, 2007 04:48 PM

Well, taking furies off the field against most neutral shooters, offensive casters or fast&high init creeps is quite obvious, otherwise they will get badly beaten..


Btw.. even with tactics.. The blocked shooters still do the same damage they did with range penalty, and it's often quite a lot. It's still pretty possible to lose 1-2 furies like that.. and it bothers me so much that I don't use them against neutral shooters even with tactics, unless I'm sure they will score a kill before the creeps' attack ;p

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted January 27, 2007 04:57 PM

Quote:
Btw.. even with tactics.. The blocked shooters still do the same damage they did with range penalty

Not when it comes to Hunters
OK, I agree Furies are not the best choice against shooters, but if you don't have Deep Hydras you can't handle them easily either (even the Shadow Witches can't survive sometimes, and they die harder than the un-upgraded Hydras because they have more defense)
So, yeah, the best here are Deep Hydras but it costs 10 crystals dammit

P.S.: I'm not saying I ALWAYS use Furies for enemy shooters. I often use Shadow Witches/Hydras, too, if I think they can handle the attack

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theluCas
theluCas


Adventuring Hero
thiNk
posted January 27, 2007 05:19 PM

Quote:
Quote:
Quote:
Just add: The Strike and Return ability is not very useful when you need to block shooters.
Press and hold CTRL before you click to attack, and it won't go back


Thanks, I didn't know that.


Thanks man! i tryed to find it out myself, but with no success.

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted January 27, 2007 05:22 PM

@GenieLord & theluCas: You can also use the CTRL thing with your ranged units to attack in melee (useful for Assassins & Scouts). I don't know if you already knew this (I think yes, but)

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted January 27, 2007 08:15 PM

Ok. Changed some creature ratings so there are no more x+/10 things.

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lowrez
lowrez

Tavern Dweller
posted January 28, 2007 12:19 PM

Excellent guide

Excellent guide, glad to see stuff like this posted. Especially nice was the guide to the Hero's and tactics, although most I already knew. Keep up the good work.

LowReZ
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