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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Academy advanced strategies
Thread: Academy advanced strategies This thread is 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV / NEXT»
dschingi
dschingi


Famous Hero
the guy with the dragon golem
posted June 07, 2007 01:26 PM

I rather think he was wondering about how you came off to the +10 spellpower you mentioned

Btw, do you run an older version? Because in the current one you can't teleport enemy units, and it doesn't work with Motw... and you can't have more than one MotW active since 1.3 or something
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Olo
Olo


Hired Hero
posted June 07, 2007 06:41 PM
Edited by Olo at 20:01, 07 Jun 2007.

Miru , i don`t get one thing in your strategy.Why the hell archmages are in front line ?? You wrote about firewall before them but how many dmg it will do ? 200-300 ? one paladins charge and bah-there are no mages.There are also many magic proof units and the spell is useless then.
BTW- Summoning magic sucks, i dont think it`s the best choice for wizards

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted June 07, 2007 07:01 PM

Quote:
I rather think he was wondering about how you came off to the +10 spellpower you mentioned

Btw, do you run an older version? Because in the current one you can't teleport enemy units, and it doesn't work with Motw... and you can't have more than one MotW active since 1.3 or something


Ok... It doesn't work in this version... I'll have to play and find new ways to break academy

Quote:
Miru , i don`t get one thing in your strategy. Why the hell archmage are in front line ?? You wrote about firewall before them but how many dmg it will do ? 200-300 ? one paladins charge and bah-there are no mages.There are also many magic proof units and the spell is useless then.
BTW- Summoning magic sucks, i dont think it`s the best choice for wizards


Because if archmages are in the back line all of your units that get in front of them will get hurt by their attack.
As for the pallys (or grim raiders/nightmares/unicorns) if your opponent has them, don't put them in the front lines
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Olo
Olo


Hired Hero
posted June 07, 2007 07:27 PM
Edited by Olo at 19:35, 07 Jun 2007.

Because if archmages are in the back line all of your units that get in front of them will get hurt by their attack.
As for the pallys (or grim raiders/nightmares/unicorns) if your opponent has them, don't put them in the front lines


i still think it`s bad tactics.will you kill all enemy`s units in one turn ? if no in second turn  your archmages will be attacked it`s obvious. You can  use their ranged attack and have them in backline.Just place rakshasha or djinies near them.of course you wont be able to attack every unit you wish but in front of them - no problem (maybe little cross ) None of big units will reach mages now. only small.u can always place in front of them gargoyles and then use only fireball( which is better solution).

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 07, 2007 07:29 PM

You can still keep them back and not hurt yourself if there is a space of one or two tiles from the nearest unit. In any case without Narxes you are better off casting, not shooting with them.
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Miru
Miru


Supreme Hero
A leaf in the river of time
posted June 08, 2007 05:30 AM

But they run out of mana.
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atma6
atma6

Tavern Dweller
posted June 08, 2007 06:40 AM

Archmages are too expensive and most of the time mage's magic attacks just don't cut it. I find that almost all the time (save for a lucky early Archmage), mages will be shooting unless blocked.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 08, 2007 10:59 AM

Uh huh. You may shoot one or two times but that's it, then the enemy blocking units will come and if you cover them there is no more shooting. And tell you what, in most of my battles two fireballs early are eventually more worth it than shooting, both because you will usually have superior defense to face and because you won't be able to use line of sight properly. The opponent will know you have them and place his units accordingly.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 08, 2007 12:43 PM

Quote:
Uh huh. You may shoot one or two times but that's it, then the enemy blocking units will come and if you cover them there is no more shooting. And tell you what, in most of my battles two fireballs early are eventually more worth it than shooting, both because you will usually have superior defense to face and because you won't be able to use line of sight properly. The opponent will know you have them and place his units accordingly.


the best thing to do is probably to cast righteous might on titans

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Lesij
Lesij


Famous Hero
posted June 08, 2007 03:26 PM

Geeezz
I'm a bit confused right now ( not about strategies- they are explained clearly, but about their number..)
I have noticed 3:
The Armageddonist
The Machinist
and
The Summoner
is there any elese??? Cuz I'm very intresyed in learing new startegies...
Also, I would like to ask you if you could use italics, or some colours to show that you are posting new strategy no just a comment to previous one...
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sdfx
sdfx


Famous Hero
posted June 08, 2007 03:38 PM

I dunno, how to call it but let's say
Mana breaker
Tries to break opponent's mana pool with supress light, seal of darkness and counterspell.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 08, 2007 07:13 PM

...and gets thrashed by sheer physical power


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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 08, 2007 07:51 PM

there's also ihora + motw + exp destructive magic + d magic masteries

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Lesij
Lesij


Famous Hero
posted June 08, 2007 07:58 PM
Edited by Lesij at 19:59, 08 Jun 2007.

Quote:

there's also ihora + motw + exp destructive magic + d magic masteries


what does 'd' mean???
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 08, 2007 08:11 PM

destructive.

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Olo
Olo


Hired Hero
posted June 08, 2007 09:03 PM

I think players exaggerate with Jhora.She isn`t as fast as most people think.Only at lvl 20 she gains +1  bonus to initiative (15).

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted June 08, 2007 09:07 PM

I quote from the H5 Manual:
Quote:
Jhora the Wizard has the Windspeaker specialization, allowing her to act even more quickly
in combat. She gets a 0.05 bonus to her Initiative per level, for spellcasting as well as any
other action. For example, she starts at 10.05 at level 1, and reaches 11 at level 20.
Moreover, she also starts with basic Sorcery, which makes sure you won't have to chase
that skill. How noticeable is the speed increase? The few percents per level do not seem
like much, but they at least allow Jhora to systematically act before her enemies, which can
often turn into a devastating strategic asset.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 08, 2007 09:41 PM

the ATB bar is far too random to count on things like +0,1 or +0,5. A 10 init unit may act sooner than 12 init unit. Jhora sucks.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 08, 2007 11:54 PM

That is correct. She may be your best shot in playing first however no matter how random it is.
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Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted June 09, 2007 05:17 AM

The fact remains, Jhora starts the game with sorcery, this is good.  Her specialty as almost every hero in the game, save the true machinists is mediocore.  

Heroes who start with skills you will pick anyway regardless of the frequency you will see the skill are good.  Specialties in this game come in 2 shapes and sizes..  Type 1) Overpowered AKA Deleb  Type 2) Awful aka Narxes.. Wether the special is good or not is not a main concern with a hero.  I assure you that if deleb were to start with her iron maiden specialty and hmm lets say.. summoning magic she would be awful, you'd still be able to creep that little bit faster but when it comes down to it you have a completely useless skill slot.

As for the ATB bar, in Jhoras case elvin is 100% correct.  If you want to get ahead on that atb bar MORE frequently than another hero, Jhora is the one to take, theres no argument here.  Random or not, Jhora will act before a unit with init 12 more time in a game than any other hero in the game will.. right or wrong?   Is this specialty awe inspiring or over powered? Of course not, and thank god it isn't.  

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