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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Secrets of destruction revealed - playing Dungeon faction
Thread: Secrets of destruction revealed - playing Dungeon faction This thread is 61 pages long: 1 10 20 ... 21 22 23 24 25 ... 30 40 50 60 61 · «PREV / NEXT»
ismail222
ismail222


Known Hero
The Cataclysm
posted November 19, 2007 02:22 PM

the battlfield is so small for 7 griffins

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exekutor
exekutor


Adventuring Hero
posted November 19, 2007 02:37 PM
Edited by exekutor at 14:43, 19 Nov 2007.

Quote:
the battlfield is so small for 7 griffins


Yup, only 5 large creature fit into the battlefield.

Seems like Haven is really screwed with that tactic. Inferno may use 7 cerberi + tactics, if they have enough initiative and can make their turn before the Warlock.
Academy won't even need mini-arties, just Armageddon and Magnetic Golems. Whoa, just found another use for arma
Does Rain of Arrows work on cloaked units too?

BTW what happens if you cast Armageddon, and kill all units on the battlefield, even your own? Who wins? Draw? Both die? lol

Edit: dwarfs have some problems too, even with their rune of charge. Since they have low initiative, they would need to take big enough stacks of melee units to survive the first spell of the warlock. Then they can rush forward and kill all stalkers at the same time. They would loose a lot of units. Same for necro.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 19, 2007 02:41 PM

Sorry, mistype. When you kill both armies with an armageddon you get to recruit your hero from the tavern but the opponent loses his. BUT if the armageddon kills only you because someone resisted then you just lose your hero
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Edwin_Yang
Edwin_Yang


Known Hero
posted November 19, 2007 03:36 PM

@Elvin thanks!

5 stacks of 1 imperial griffin would be a wonderful idea. and I wonder when the griffin dive would it force the stalkers beside visible?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 19, 2007 03:53 PM

What do you mean force? In any case invisible units can be hurt or killed, you just can't see how many the opponent loses. With single stalkers you'd see their corpses of course
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Edwin_Yang
Edwin_Yang


Known Hero
posted November 19, 2007 04:10 PM
Edited by Edwin_Yang at 16:11, 19 Nov 2007.

sorry sometimes I couldn't find the right worlds to make myself understood.
I mean if imperial griffins dive(not a common attack )to a stalker would them make another stalker beside visible?

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pinkspear
pinkspear


Known Hero
Crazy like a fool
posted November 19, 2007 11:55 PM

Quote:
ok, lets take 2 maps. first battle for honour. how many things can accomplish academy by week 3? even with multiple heroes creeping? dungeon can break in week 2 and week 3 first attack (i did it and im not a great player).
second hourglass. academy is very strong there BUT... no logistics means that is difficult for them to break in week 4. dungeon can have 2 utopias, 1 external artifact merchant, 3 artifact merchants from towns. by that time, you can actually get almost 50 spellpower. i'm not saying that dungeon is the winner, just that it has its fair chance.


Man, how did you get 50 spellpower on hourglass on week 4? Also I watched your replay (breaking the garrison with stalkers), and there you had 47 spellpower. I'm asking because lately I'm playing that map, and I've just played dundeon with yrwanna, and at the beginning of 5th week I had only 22 sp(16 att 8 def and 20 knowledge, similar that your hero vayshan had in the replay). I don't have warlock's luck and robe of sar-issus, but apart from that I have tome of destr. magic, and exp sorcery, destr. m., enlightenment, irres. magic, and adv defense. Sadly the merchants  gave me only phoenix feather cape, thhat's the only booster I have. Still, I can't beat the guards with my 720-damage emp meteor shower, so I'm eagerly waiting for your advices.

And one final question: How on earth did you get 50 spellpower???

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted November 20, 2007 03:21 AM

Sounds like Academy got even better against Dungeon in tote, even with Dungeon's new stalker strategy Just Magnetic Golems and the warlock can't do anything, other than fire normal non-magic shots....

Bah, the fact factions like Dungeon got even more steered towards rushing tactics rather than balancing end game is just sickening.

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Ceres
Ceres


Supreme Hero
and sweetness
posted November 20, 2007 03:29 AM

Quote:


Cold Death is a perk under Destructive that will enhance ice spells (Ice Bolt, Circle of Winter, and Deep Freeze). When these are cast, at least one creature will be killed (if it doesn't have cold immunity, which is the case with the Phoenix) in addition to the normal damage. Evercold Icicle is an artifact that will give you 50% more damage for your ice spells. Have you gotten the manual?


Thanks for that! I'm going to download it.

Quote:
Quote:


I agree that Phoenixes have high initiative.  And aside from that that, they resurrect themselves!  With my latest experience, I happen to bring  down a stack of 9 but when the last one dies another 9 just popped out... again.


Kill them again


Uh, yeah I should but they would do some minor, major or just beat me if I didn't do the right thing.  So what's the ideal level a Warlock hero should have to be able to deal with this kind of creatures?  Or it is just a matter of skills?


Quote:

Correction:

Basic Luck > Advanced Luck > Soldier's Luck and Magic Resistance and Dark Ritual > Expert Luck > Warlock's Luck

It is harder to get Warlock's Luck, true, but it's easier to get the ultimate - Rage of the Elements. Just do the math for the skills required


Is Warlock's Luck that necessary? Because I think getting the Ultimate for Dungeon won't do any better.

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And when the stars fall, I
will lie awake. You're my
shooting star.


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Edwin_Yang
Edwin_Yang


Known Hero
posted November 20, 2007 03:42 AM

hmm...there are still some spells like fist of wrath,fire trap,arcane crystal and blade barrier can destroy the magnetic golems..
but they all belong to summom magic..

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted November 20, 2007 03:44 AM

Quote:
Is Warlock's Luck that necessary? Because I think getting the Ultimate for Dungeon won't do any better.



If your warlock has +5 luck, that means 50% chance to do double damage with his spells. On average, that means +50% kills with each spell he casts. Up to you wether you find that usefull or not I sure do. The ultimate plain sucks though.

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Ceres
Ceres


Supreme Hero
and sweetness
posted November 20, 2007 04:09 AM

I love Warlock's Luck but now with that many prerequisite I don't know if I should still give importance to it.  I was just thinking that using the chance to choose skill and abilities during level ups for Warlocks Luck is worth it.

Maybe there are other better abilities and skill to choose but is not a prerequisite of Warlock's luck.  Since now in TotE, Dungeon should rush.
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And when the stars fall, I
will lie awake. You're my
shooting star.


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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 20, 2007 09:14 AM

Dungeon was always about rush

warlock's luck is always worth it. Bah, it's one of the key perks. Shame it needs crap prerequisites now.

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Ceres
Ceres


Supreme Hero
and sweetness
posted November 20, 2007 09:29 AM

Ok, Dungeon should rush always but still I want to see it play and win late game.

And with Warlock's Luck being one of the most important things about Dungeon then TotE is just complicated.
____________
And when the stars fall, I
will lie awake. You're my
shooting star.


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samiekl
samiekl


Supreme Hero
posted November 20, 2007 09:29 AM

Quote:
Quote:
ok, lets take 2 maps. first battle for honour. how many things can accomplish academy by week 3? even with multiple heroes creeping? dungeon can break in week 2 and week 3 first attack (i did it and im not a great player).
second hourglass. academy is very strong there BUT... no logistics means that is difficult for them to break in week 4. dungeon can have 2 utopias, 1 external artifact merchant, 3 artifact merchants from towns. by that time, you can actually get almost 50 spellpower. i'm not saying that dungeon is the winner, just that it has its fair chance.


Man, how did you get 50 spellpower on hourglass on week 4? Also I watched your replay (breaking the garrison with stalkers), and there you had 47 spellpower. I'm asking because lately I'm playing that map, and I've just played dundeon with yrwanna, and at the beginning of 5th week I had only 22 sp(16 att 8 def and 20 knowledge, similar that your hero vayshan had in the replay). I don't have warlock's luck and robe of sar-issus, but apart from that I have tome of destr. magic, and exp sorcery, destr. m., enlightenment, irres. magic, and adv defense. Sadly the merchants  gave me only phoenix feather cape, thhat's the only booster I have. Still, I can't beat the guards with my 720-damage emp meteor shower, so I'm eagerly waiting for your advices.

And one final question: How on earth did you get 50 spellpower???


you must take enlightenment and destruction to expert asap. then, 3 artifact merchants in town, an external one, an utopia, plus several places on the map... there's a great chance you'll get extreme spellpower. dont bother visiting +att or +def boosters and go only for important things, thats how you save movement. Also, dont go for warlock's luck..its not worth it. defense is crap for warlock. after you take enlightenment and destr to expert, get logistics and perks for destruction, also swift mind... after that sorcery. dont take a 5th skill, take perks. if you are facing sylvan its VERY important to have attack - tactics too.

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Edwin_Yang
Edwin_Yang


Known Hero
posted November 20, 2007 09:57 AM

hmm.. it seems that barbarian's skill might over magic and weaken destruction may be a threat to dungeon.

is there a method to slove this problem?

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 20, 2007 10:19 AM
Edited by Doomforge at 10:20, 20 Nov 2007.

I think warlock's luck is well worth it. It won me a couple of games. Whats wrong with double damage occuring every second hit? Sorry but you won't have spellpower 47 on most maps. Hourglass is one of that newby "boost-your-hero-to-oblivion" maps which I personally hate. And thats where warlock's luck kicks in.

About barbies.. well don't forget they have 5% chance to learn that skill. So they may or may not have it. Not a thing I'd depend on when rushing. If they have it, though.. well, that is a different matter. Your spells will be weaker, yes.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 20, 2007 10:31 AM

Might over magic.  Yes and no.  Your spellpower will be equal to the stronghold's hero's spellpower.  Nothing you can do about that.  However, perks, enpowered spells, warlock's luck, and other things will help.  Replace any artifacts that boost spellpower also (it won't help).  For vs. stronghold I would suggest going the cold route (freeze) if you go destructive.  Just remember against them, dark is more useful then Destructive (especially with barbarians luck).  Also, I would use any luck reducing arties you might have (to limit barbarians luck's effect).
Watch for shatter magics, sorcery might be a neccessity here.  Elemental Chains probably will help.  Use as many 'free' attacks as you can (the fury/dino combo).
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Edwin_Yang
Edwin_Yang


Known Hero
posted November 20, 2007 10:42 AM

as far as I know..the effect of might over magic is that your spellpower will be decreased by half of the enemy hero's spellpower. So I think the artifacts which boots your spellpower will still help.

what I am worrying about is weaken destruction because the damage of the spell will be much weaker.Hmmm..maybe I should try dark maigc or just like Doomforge said..I should not depend on this when I rush.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 20, 2007 10:57 AM

I could be wrong (my memory is never to be trusted).  I thought that Might over magic meant that the enemy spellpower is equal to the stronghold heroes spellpower.

Yes, shatter magics also have such nasty perks as Corrupt, Detain, ect.  However, frenzy and PM they don't have many counters for.  Dark does seem to be a more powerful school against them.  It is true that it is kinda hard to get.  It is a prerequisit for their ultimate, however.  I would say rush them early.  With Dungeons spells and invisibility, you probably should be able to take them.  Later they will have Memory of our blood, the rage building, and maybe shatter magics.  Even starting with only 100-150 rage, they are a pain.
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