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Heroes Community > Heroes 5 - Temple of Ashan > Thread: In-depth subjective haven analysis
Thread: In-depth subjective haven analysis This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Sargeras
Sargeras


Known Hero
the Fallen
posted June 24, 2008 02:30 PM

...and besides that he's much more interesting ...divine vengeance ...
____________
Now they shall be consumed by the very flame they sought to control...

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Rerhero
Rerhero

Tavern Dweller
posted June 26, 2008 02:13 AM
Edited by Rerhero at 02:14, 26 Jun 2008.

I think you should give Rutger a little more credit.  I mean sure, his logistics skill isn't fabulous for combat, but it can really come in handy when your in a pinch.  Take for example you have multiple towns/heroes.  You notice that one of your towns is about to get raped by an army that came by surprise while your main hero is out conquering in the distance.  With normal heroes you may not be able to get the needed monsters for backup there in time.  With Rutger, its literally the Knight in Shining Armor who arrives just in the nick of time lol.  Maybe its just me, but I enjoy playing with him as a support character.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 26, 2008 02:59 AM

In this case I caravan my army to main town before the enemy comes close
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 26, 2008 08:11 AM

I think we should not discuss pre-ToTe reviews when ToTe is out.

Reviving old threads is wrong

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Gallant
Gallant

Tavern Dweller
posted June 28, 2008 11:38 AM
Edited by Elvin at 11:58, 28 Jun 2008.

                                                Haven Walktrough




I love Haven. It¡¦s a very good faction, with good stats, good heroes, and good specialities.

                                                Vs Inferno

The knight like to fight with Inferno. Inferno has charge troops, just look at the Cerberus, no retaletion, 3-5 dmg, and three headed attack, and the nightmare, what an initiative, 16!!! In this situation, we must be defensive.And we will chose this troops:

Conscript, he has bash, and 2 defense skill, and the brute has 2 atack skill and 1 defense skill.
Crossbowman, he is more usfell , he has no range penalty! And, he has 2-8 dmg!!!
vindicator, is more offensive, and he has cleave.
Imperial Griffin has battle dive, I will use on succubi, and with my shooter I will attack the charge units, like Cerberus and nightmare.
Inquisistor, it¡¦s more usfell
Champion, has 20-35 dmg, I prefer him.
Seraph , the 25-75 dmg!!!!!is very usfell vs demons, the seraph has a big dmg, and arch devil has low hp, 199.

The skills I must have with a knight vs demons are:

Expert Light magic ¡V Master of Abjuration, Master of Blessings and Master of Wrath.
Expert Atack- Battle Frenzy !!!
Expert defense- Vitality
Expert luck
Expert leadership
Expert Counterstrike

With light magic, I will have excellent dmg, just look at seraph and crossbowman.
Battle frenzy makes level 1 creatures beasts, and with vitality¡Kthe peasent will have 5 hp, and 2 dmg!!!

                                                         VS NECRO

Necropolis has good creatures, because they¡¦re undead, and, has two shooters and one no retaletion troop. They have low hp¡¦s. just look at the lvl 7 creature. In this situation, the knight must be defensive
The creatures I will chose are:

Conscript because is more defensive
Crossbowman is a very good shooter, always must chose him
Squire can shield allies, make them to take only 50% dmg vs shooters. And, he is more defensive.

Imperial Griffin can use battle dive vs shooters, is more usfell then Rush Dive. It¡¦s a very good creatureƒº I like it.

Inquisitor, sure I will chose him. The zealot can cast  cleansing and righteous might, and inquisitor has endurance, divine strength and haste. Sure I will chose the inquisitorƒº

Champions has more dmg, and knight can learn easy light magic, and can cast him the divine strength, or the inquisitor , can cast that

Seraph, like the champion, has more, more dmg, and knight can learn easy light magic, and can cast him the divine strength, or the inquisitor can cast that

With this creatures, MUST have light magic, defense, attack, and luck!!! This skills must have each knight .

                                                            VS DUNGEON

They¡¦re excelent offensive faction
In this situation, I must chose defensive troops, except crossbowman, because, simply is more usfell like marksmen.

Conscript is more defensive, and he has shield bash, it¡¦s usfell to low the enemy initiative, and to have no retaletion on those smart creatures

Crossbowman, i simply like him. Has NO RANGE PENALTYļ!!!

Squire or Vindicator because he can chose stalker and shadow mistress, and those creatures has no shots, then results dungeon will have no range units! It depends wht to choseƒ¼

Imperial Griffin or Battle Griffin depends what will chose the enemy. He will have shooters, or he will chose to not have shooters in his army

Inquisitor it¡¦s more usfell

Paladin is more defensive

Archangel is more defensive, and can resurrect allies, just think u can resurrect all your crossbowmans!!!

                                                  VS SYLVAN

They have the best shoters in the game!!! They have treants!!! I must be OFENSIVE!!! I will chose:

Brute is more offensive

Crossbowman is more offensive like marksmen

Vindicator is more offensive and, he has cleave

Imperial Griffin has battle dive, I can kill all he¡¦s shooters, the initiative is more higher like hunters, results I will can use battle dive

Inquisitor, is more usfell
Champion has champion charge, don¡¦t forgotten.

Seraph has more dmg

                                                 VS ACADEMY

They¡¦re offensive, but defensive. I this situation, I will chose the best creatures at the stats.

Brute is offensive

Crossbowman is more usfell

Vindicator has cleave, it¡¦s usfell

Battle griffin because has rush dive, and battle dive

Inquisitor, is more usfell

Paladin is more usfell

Archangel, he can resurrect


                                     THE STRATEGY VS THE 5 FOES:

INFERNO:

P.S:
This strategies are not tested, and works vs humans


U can use battle dive vs pit lords, and the enemy will be afraid, and he will run with the succubi, and with shoters I will kill her. The pit lords are dead, and I will can fight vs lvl 1,2,3,5,7 only, without pit lords or succubi

NECROPOLIS

U ccan defend, and use battle dive on lich master, and then, to shoot into the enemy, and u will defend, and he will can¡¦t broke your defense

DUNGEON

Hmm¡K defend, defend, and defend, and shoot the enemy

SYLVAN

Like iunferno, use battle dive on treants, and he will run with he¡¦s shooters, afraid by the battle dive. And, with the crossbowman shot on the hunts. Without shooters, sylvan sucksƒº

ACADEMY

¡§Haste, haste and more haste¡¨ says Findan to defend Tieru. It¡¦s a similar situation, they have 3 shooters, 2 walkers and 2 flyers. In mele, titan has low hp, like magi, djin and gremlin. Attack them in mele, and u will crush him

THE SECONDARY SKILLS OF A GENERIC KNIGHT:


EXPERT ATACK- BATTLE FRENZY, TACTICS, ARCHERY
EXPERT DEFENSE- VITALITY, STAND YOUR GROUND, LAST STAND
EXPERT LIGHT MAGIC- MASTER OF ABJURATION, MASTER OF BLESSINGS, MASTER OF WRATH
EXPERT LUCK- MAGIC RESISTENCE, RESOURSCEFULNESS, SPOILS OF WAR
EXPERT LEADERSHIP- RECRUITMENT, DIVINE GUIDANCE, EMPHATY

And, the last is :

EXPERT COUNTERSTRIKE

Is not a bad skill. U can train your creatures. I like to train peasants into crossbowman, is a good speciality, and, don¡¦t forgotten, is good to train inquisitors into paladins. It¡¦s usfell, but is an average speciality. I like it.

                     Knight RULZ!!!

         I write this with¨ For Honour, Order and Duty¡¨


Mod note: Multiple accounts will not be tolerated, user silenced.

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Isabel
Isabel


Known Hero
Dragonblessed
posted June 28, 2008 04:32 PM
Edited by Isabel at 16:33, 28 Jun 2008.

Quote:
The knight like to fight with Inferno. Inferno has charge troops, just look at the Cerberus, no retaletion, 3-5 dmg, and three headed attack, and the nightmare, what an initiative, 16!!! In this situation, we must be defensive.And we will chose this troops:

Conscript, he has bash, and 2 defense skill, and the brute has 2 atack skill and 1 defense skill.
Crossbowman, he is more usfell , he has no range penalty! And, he has 2-8 dmg!!!
vindicator, is more offensive, and he has cleave.
Imperial Griffin has battle dive, I will use on succubi, and with my shooter I will attack the charge units, like Cerberus and nightmare.
Inquisistor, it¡¦s more usfell
Champion, has 20-35 dmg, I prefer him.
Seraph , the 25-75 dmg!!!!!is very usfell vs demons, the seraph has a big dmg, and arch devil has low hp, 199.


What is the point of having vindicators if you say "defensive"?

Quote:
The skills I must have with a knight vs demons are:

Expert Light magic ¡V Master of Abjuration, Master of Blessings and Master of Wrath.
Expert Atack- Battle Frenzy !!!
Expert defense- Vitality
Expert luck
Expert leadership
Expert Counterstrike


What if the demon lord got PM? And maybe you should give up Master of Blessing, which is the least useful among the "masters" and get Eternal light?

Quote:
Necropolis has good creatures, because they¡¦re undead, and, has two shooters and one no retaletion troop. They have low hp¡¦s. just look at the lvl 7 creature. In this situation, the knight must be defensive


Necro got poor creatures Then why should we be defensive???

Quote:
They¡¦re excelent offensive faction
In this situation, I must chose defensive troops, except crossbowman, because, simply is more usfell like marksmen.


Huh? If you are defensive against dungeon you will be DEAD!!!

Quote:
They have the best shoters in the game!!! They have treants!!! I must be OFENSIVE!!! I will chose:


When I play haven I stay offensive all the time

Quote:
U can use battle dive vs pit lords, and the enemy will be afraid, and he will run with the succubi, and with shoters I will kill her. The pit lords are dead, and I will can fight vs lvl 1,2,3,5,7 only, without pit lords or succubi


Not so sure about this one. Can you kill pit lords in one dive? And demons won't just fall that easily, they probably have dark magic and their familiars drain all yours.

Quote:
DUNGEON

Hmm¡K defend, defend, and defend, and shoot the enemy


The warlock shower, shower, and shower.

Quote:
Like iunferno, use battle dive on treants, and he will run with he¡¦s shooters, afraid by the battle dive. And, with the crossbowman shot on the hunts. Without shooters, sylvan sucks


...Why do you dive the treants? And you assume their unicorns, war dancers and sprites CANNOT block your shooters.

Quote:
EXPERT ATACK- BATTLE FRENZY, TACTICS, ARCHERY
EXPERT DEFENSE- VITALITY, STAND YOUR GROUND, LAST STAND
EXPERT LIGHT MAGIC- MASTER OF ABJURATION, MASTER OF BLESSINGS, MASTER OF WRATH
EXPERT LUCK- MAGIC RESISTENCE, RESOURSCEFULNESS, SPOILS OF WAR
EXPERT LEADERSHIP- RECRUITMENT, DIVINE GUIDANCE, EMPHATY


For attack, I like retribution more, I give up archery.
Defense is alright.
Normally I won't get Master of Blessings, I'd like Guardian Angel as it is cooler
For luck, I likes Soldier's luck plus Dead Man's Curse more.
Leadership is excellant.

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ChaosDragon
ChaosDragon


Famous Hero
posted June 29, 2008 12:29 PM

Right, why haven should go defensive againts dungeon and necro.

You can't kill pit lord in one dive.

I don't have any comments againts sylvan, i rarely fight sylvan with haven.

Quote:
For attack, I like retribution more, I give up archery.
Defense is alright.
Normally I won't get Master of Blessings, I'd like Guardian Angel as it is cooler
For luck, I likes Soldier's luck plus Dead Man's Curse more.
Leadership is excellant.


100% agree about retribution, it's more useful than archery, especially with leadership if we aim for dmg.

And divine guidance is also useful. If i'm not mistaken divine guidance is one of knight racial in previous H5, i wonder why it's changed to leadership's perk.

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espen15
espen15


Famous Hero
posted June 29, 2008 02:12 PM

Quote:
Right, why haven should go defensive againts dungeon and necro.

You can't kill pit lord in one dive.

I don't have any comments againts sylvan, i rarely fight sylvan with haven.

Quote:
For attack, I like retribution more, I give up archery.
Defense is alright.
Normally I won't get Master of Blessings, I'd like Guardian Angel as it is cooler
For luck, I likes Soldier's luck plus Dead Man's Curse more.
Leadership is excellant.


100% agree about retribution, it's more useful than archery, especially with leadership if we aim for dmg.

And divine guidance is also useful. If i'm not mistaken divine guidance is one of knight racial in previous H5, i wonder why it's changed to leadership's perk.
but unfourtunatley you are wrong divine guidance wasn´t knight´s racial in previous h5 it has always been leadership perk, but both divines are extremly good

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ChaosDragon
ChaosDragon


Famous Hero
posted June 29, 2008 04:59 PM

I mean in H5, not HoF, still i'm not sure.

Both divines? The other one must be the imba divine vengeance

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Skeleton_King
Skeleton_King


Disgraceful
Famous Hero
posted June 29, 2008 06:11 PM

Quote:
Quote:
The knight like to fight with Inferno. Inferno has charge troops, just look at the Cerberus, no retaletion, 3-5 dmg, and three headed attack, and the nightmare, what an initiative, 16!!! In this situation, we must be defensive.And we will chose this troops:

Conscript, he has bash, and 2 defense skill, and the brute has 2 atack skill and 1 defense skill.
Crossbowman, he is more usfell , he has no range penalty! And, he has 2-8 dmg!!!
vindicator, is more offensive, and he has cleave.
Imperial Griffin has battle dive, I will use on succubi, and with my shooter I will attack the charge units, like Cerberus and nightmare.
Inquisistor, it¡¦s more usfell
Champion, has 20-35 dmg, I prefer him.
Seraph , the 25-75 dmg!!!!!is very usfell vs demons, the seraph has a big dmg, and arch devil has low hp, 199.


What is the point of having vindicators if you say "defensive"?

Quote:
The skills I must have with a knight vs demons are:

Expert Light magic ¡V Master of Abjuration, Master of Blessings and Master of Wrath.
Expert Atack- Battle Frenzy !!!
Expert defense- Vitality
Expert luck
Expert leadership
Expert Counterstrike


What if the demon lord got PM? And maybe you should give up Master of Blessing, which is the least useful among the "masters" and get Eternal light?

Quote:
Necropolis has good creatures, because they¡¦re undead, and, has two shooters and one no retaletion troop. They have low hp¡¦s. just look at the lvl 7 creature. In this situation, the knight must be defensive


Necro got poor creatures Then why should we be defensive???

Quote:
They¡¦re excelent offensive faction
In this situation, I must chose defensive troops, except crossbowman, because, simply is more usfell like marksmen.


Huh? If you are defensive against dungeon you will be DEAD!!!

Quote:
They have the best shoters in the game!!! They have treants!!! I must be OFENSIVE!!! I will chose:


When I play haven I stay offensive all the time

Quote:
U can use battle dive vs pit lords, and the enemy will be afraid, and he will run with the succubi, and with shoters I will kill her. The pit lords are dead, and I will can fight vs lvl 1,2,3,5,7 only, without pit lords or succubi


Not so sure about this one. Can you kill pit lords in one dive? And demons won't just fall that easily, they probably have dark magic and their familiars drain all yours.

Quote:
DUNGEON

Hmm¡K defend, defend, and defend, and shoot the enemy


The warlock shower, shower, and shower.

Quote:
Like iunferno, use battle dive on treants, and he will run with he¡¦s shooters, afraid by the battle dive. And, with the crossbowman shot on the hunts. Without shooters, sylvan sucks


...Why do you dive the treants? And you assume their unicorns, war dancers and sprites CANNOT block your shooters.

Quote:
EXPERT ATACK- BATTLE FRENZY, TACTICS, ARCHERY
EXPERT DEFENSE- VITALITY, STAND YOUR GROUND, LAST STAND
EXPERT LIGHT MAGIC- MASTER OF ABJURATION, MASTER OF BLESSINGS, MASTER OF WRATH
EXPERT LUCK- MAGIC RESISTENCE, RESOURSCEFULNESS, SPOILS OF WAR
EXPERT LEADERSHIP- RECRUITMENT, DIVINE GUIDANCE, EMPHATY


For attack, I like retribution more, I give up archery.
Defense is alright.
Normally I won't get Master of Blessings, I'd like Guardian Angel as it is cooler
For luck, I likes Soldier's luck plus Dead Man's Curse more.
Leadership is excellant.


yeah, you're right

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 29, 2008 06:53 PM
Edited by Lexxan at 19:53, 29 Jun 2008.

My turn

Against Haven: Against Haven, I suggest you play offensive. Wait after your enemy has used his cavalry/griffins andthe charge the rest of his army. Taking Champions and Seraphs is a prudent choice. Don't make your formations too close; when your crossbowmen get battle dived, you might want to move them. As for skill I suggest you take Attack (as you'll play offensively) and Leadership (for countering the enemy's eminent Leadership). Logistics => Familiar Ground works excellently as well, so does War Machines (Which you can use on the Archers). Both Light and Dark Magic are good here, but your opponent might have eternal Light, So I suggest that you go for Light. Anyway, pick this skill after you finished the Mage guild; then you'll see which spells are the best. (but don't take both; too much Magic isn't intereting for knights; besides, you won't have enough knowledge to cast all the spells)

Against Dungeon: Eliminating the Warlock's troops is priority number one here. To do this, take units like Champions, Seraph, Vindicators and Enforcers to kill them (in fact use the whole Red Haven Clan except the Battle Griffins, whom should be Imperials). With Dungeon you're less likely to face a Dark Magic caster (unless you face Yrbeth). If you face Yrbeth, go for Wrath, Abjuration and Eternal Light. If not, take Dark Magic. Keep Vulnerabilizing and Frenzying your enemies, and slow the Stalkers and Furies your opponent will have. as for the rest take Leadership => Divine Guidance, Attack => Battle Frenzy/Retrubution and Luck=> Magic resistance. If you're able to get a lot of Spellpower, you might consider Sap Magic (through Destructive), but this is quite risky. Tripple Ballista is very nice here; combine it with First Aid.

Against Necropolis: Obivously take Light=> Eternal Light here. Master of Blessings is nice too, if you get cleansing. If you can't get cleansing, wager Mass Haste and Righteous Might. Word of Light is your friend here, as is Magical Immunity. Moreover, I suggest you take attack (again) and Empathy (through Leadership). In all other skill, not much difference is made, though Sorcery OR (not and) Enlightement are handy here. Consider taking Defence (versus the Vamps, Wights and Ghosts). As for the units, the obvious choices are: Paladins, Vindicators, Zealots and Crossbowmen. For the other I'd take Conscripts, Imperials and Archangels here, but that's more taste than tactic.

Against Inferno:
this is one of the few cases where I suggest you take BOTH Light and Dark. Take Eternal Light versus the Demon Lords Dark Magic spree and take Dark because it's the best Inferno counter. Other Skills I suggest are Attack => Tactics/Frenzy/Retribution  (to maximise Inferno's low defence) and Defence=> prepatation. Leadership is again a must here. As for the units, your opponent will probably reach you first, you take the usual turtles. (Conscripts, Inquisitors and Battle Griffins). Not that I don't put Squires here; their Shield Allies isn't powerfull versus a faction that has only one flyer. Besides, Vindicators are extremely usefull in decimating enemy Hounds and Imps. As for the tactics, let your opponent strike first (this is, let him move first). The charge and destroy his Mares and Hounds. Also, consider to charge his Imps, before those can act (Champions are better in this)

Against Fortress: Some player may prefer to turtle against Fortress. I say DON'T; Fortress will out-turtle you anyway. Instead go for the most mobile units you can get (like Imperials and Champions). Take ALL perks from the Master of Abjuration perk (Light). Furthermore, take Leadership, Attack and War Machines (Catapult, not Ballista) as your skills (Luck isn't a good idea here). Let your melee forces concentrate on the enemy Thanes and Priest, while your Ranged forces eliminate your opponent's Dragons and Bears. I suggest you take Brutes, Crossbowmen, Squires, Imperials, Zealots, Champions and Seraphs here.

Against Stronghold:
Your opponent will expect you to turn up with Light Magic to buff you troops, so I suggest you don't take Light here. Instead, take Dark Magic => Master of Pain/Corrupted Soil to eliminate Blood Rage. The rest should be a peace of cake. Eliminate his Goblins, Centaurs and Daughter quickly, these are the real threats to your army. Furthermore, shower the enemy with Mass Vulnerability or Decay. Watch out with Dark Magic though; each Dark Spell cast on them gives Rage Points For the rest, Charge the enemy, before it charges you; Stronghold units are rather slow, so use the speed advantage of your Griffs, Angels and Paladins. All the other Walkers should defend and repell every Orc who manages to lip through your attacking Trinity. You skills should be Dark => Pain/Corrupt Soil/Fallen Knight, Attack => Frenzy/Tactics/Power of Speed, Defence => Vitality/Stand Your ground/Preparation, Luck/Soldier's Luck/Dead Man's Curse/Resoucefullness.
As for the units, I suggest: Conscripts, Crossbowmen, Squires, Imperials, Inquisitors, Champions, Archangels (enemy is most likely to have Shatter Light, so bye-bye Dinive Vengeance)

Against Sylvan: Playing defencive here is a prudent choice, since you opponet has a somewhat small chance to get Attack. If he does (like Wyngaal) he'll combine it with Tactics and Familiar Ground, so prepare for an offencive attack from him. It goes without saying that Defence with Preparation is a must. Furthermore, I suggest you take Light Magic ot buff you troops (Wrath, Refined Mana, Storm Wind) and Logistics with Familiar Ground. Other oldies that return are Leadership and Luck, who both work good against Sylvan. Nothing more can be said about this matter, only the suggeste choice of troops: Conscripts, Marksmen (your enemy will get really close to them), Squires, Battle Griffins, Inquisitors, Champions and Seraphs. Do not that you probably will get high losses when playing against this faction.

Against Academy: This faction is though to counter with Haven. Really really though. All I can say is to rush this opponent. Get Logistics with Snatch and Attack with tactics to get a good early-game. Mass Cleansing is a must; you're virtually doomed without it. In longer games, you might consider to take Unstoppable Charge here. It is a real help versus Battle Mages and Djinn Viziers (to name two opponents against you must use this). War Machines with Ballista and Flaming Arrows is also a very good choice. If you get the chance to choose your hero, I suggest you take either Vittorio or Irina. Your army must have Zealots, Crossbowmen and Seraphs. Take whatever you like for the others.

that all I have to say. I just hope someone agrees with my ideas

EDIT: any comment ? I'd like to know what other think about it
____________
Coincidence? I think not!!!!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 29, 2008 08:28 PM

Against Haven: Offensive? You can't predict anything, first to charge his champions sets the way the game will continue. If you are charged first you are on the defensive no matter what. I'd try to get defense and maybe guardian angel.

Against Dungeon: Eternal light? Please, who cares about mass spells. I have faced a warlock that had both dark and destructive and after a mass slow his only desire was to nuke me, not further curse me. And no archangels is a tactical mistake. I can't stress the importance of divine guidance and empathy enough.

Against Necropolis: Defense? What for? Go for the kill before your mana runs out.

Against Inferno: I once tried Light and Dark and the familiars drained me wasting 10 levels of my experience Ah noob moments back in HoF.. Instead of two schools I'd get swift mind for obvious reasons. Tactics are crucial, you don't want the opponent to have them. Defense is also important.

Against Fortress: Luck not a good idea..? Don't split champions, guess why I said that

Against Stronghold: So very wrong assessment. Orcs always expect dark, it's light that can surprise them. Corrupt soil sucks, master of mind rules - it's as easy as that.

Against Sylvan: Sylvan always gets attack, it's a matter of time. Defense is good, preparation is not. Stormwind is essential, as for the units paladins, crossbowmen, imperials and archangels are equally good choices, it depends what you have in mind. What I know is that your cavalry will be attacked first and champions have -4 defense. Also apart from imperials there is not anyone else that can get to the arcane archers fast enough.

Against Academy: Rush this opponent..? :Hahaha that could happen Take my advice and never try it. In fact you are better off delaying the attack. Ballista? You'll never get it to act. Seraphs? Go magic mirror!
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 29, 2008 11:08 PM

OOOH! Multiple flaws in the plan

Well, I'm not that good with Haven anyway, that's what worked for me (untill now). Maybe I should play haven more
____________
Coincidence? I think not!!!!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 29, 2008 11:16 PM

It's not so much about haven itself, I have rarely played it online. It's about facing the other factions several times so you can expect their hidden cards.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 01, 2008 04:08 PM

WTF Espen ???

You write a lot of stupid things about Heroes 5 espen, rather similar to the things I wrote about H3; I once called Magic Arrow the most usefull spell, Earth Magic the worst Magic school and Mysticism a good skill. You say things about H5 that are similarly stupid. Haven isn't weak, what would you do if send you my Lazslo with a swarm of Vindicators after you ? You would get a kick-@$$, friend. I do admit that Peasants + upgrades are weak, but they Bash and Assault are really handy abilities. Crossbowmen are fragle, yes, but the second best low level shooter (the best are Arcane Archers, nuff' said). Vindicators and Squires are slow, but You'll be surprised at their survivability and the damage they can do at some times. Griffins are the best lvl4s and Zealots/Inquisitors are the best supportive spellcasters. Paladins and Champions are able to do insane amounts of dammage, not to mention the the abilities of the Archangel and the Seraph are close to IMBA.

So think twice before writing things like that. Not because it annoys me (it doesn't), but because it saves your reputation.

regards.
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espen15
espen15


Famous Hero
posted July 01, 2008 04:11 PM

yeah yeah of course

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 01, 2008 07:21 PM
Edited by Elvin at 19:26, 01 Jul 2008.

Let's make something clear, I don't ever want to see a serious thread degenerating into chitchat and one liners again. Espen this is mostly targeted at you, put some thought into your posts and stay on topic.

Thread cleaned.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted July 01, 2008 07:22 PM
Edited by VokialBG at 19:23, 01 Jul 2008.

Maaaan.... what next? A talking monkey?
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted July 06, 2008 05:51 PM

I want to hear some tips & tricks from experienced multi players so I open a debate:

1. Haven - how to creep effectively?


2. A knight without magic - worths anything?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 06, 2008 06:08 PM

Let's face it, you only have peasant fodder and crossbowmen so you can only depend on skills:
Light for the lvl 1 buffs, leadership(guidance) and attack(archery or retribution). Goes without saying that warmachines always help, if fact only a tent can prevent archer losses. Dark is also an option.

No magic sounds a bad idea, why would you not wish to get light or dark? I suppose it could work if the opponent does not have dark spells.
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