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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»
MartectX
MartectX


Adventuring Hero
posted July 12, 2007 01:33 AM

But Swift Mind is only 2% chance...

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted July 12, 2007 07:42 AM

Yeah but wouldn't it be better to have a CHANCE of getting a skill with a hero who has a diffrent special? Every Runemage can become Jhora apart from having their own special.... now thats sweeeet! Eventhough it only has a 2% chance.

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shassz
shassz


Adventuring Hero
posted July 19, 2007 10:12 AM

The manual says this about the special of jhora:

Quote:

Hero's Initiative is 10+0.05*Level (instead of 10).



Well if they round it up you get 1 bonus at level 10, if not you get it at 20. The second with roundup at 30. Prolly its a typo cause its totally useless in this way. But if 0.05 is 0.5 in real than this hero is the toughest of all in academy. With this at level 10 only very few creatures can outperform her by the means of initiative and academy heroes never seem to run out of manna.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 19, 2007 10:25 AM

Round it up? 0.5 is not 1 initiative no matter how you may look at it I'm afraid.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 19, 2007 10:41 AM

Quote:
Prolly its a typo cause its totally useless in this way.


It's not a typo, and they don't round it up. At level 10, her initiative is 10.5, at level 20 it's 11 and at level 30 it's 11.5.
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shassz
shassz


Adventuring Hero
posted July 19, 2007 11:48 AM

Thanks for the replies. I just looked up initiative too in the manual and as far as I understood it works in a way that creatures get a move at every

1/initiative = actingperiod(ap)

time where battle starts at time ap*(0-0.25) for each creatures unless the hero is Vyngal.

In this way it means that at level 10 Jhora gets 21 actions while other heroes get 20 on a 2 gametime unit(gtu) which is a lot of time considering faster units move every ~1/15 gtu so most battles just dont hold long enough to feel the "power" of this ability.

The only reason to pick her might be that having a lower ap she has a greater chance to cast in a battle before the nme hero. I think that wont make her the best academy hero.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 19, 2007 12:12 PM

Quote:
In this way it means that at level 10 Jhora gets 21 actions while other heroes get 20 on a 2 gametime unit(gtu) which is a lot of time considering faster units move every ~1/15 gtu so most battles just dont hold long enough to feel the "power" of this ability.

The only reason to pick her might be that having a lower ap she has a greater chance to cast in a battle before the nme hero. I think that wont make her the best academy hero.


Yes, this is pretty acurate, and matches the general concensus between most skilled players.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 19, 2007 01:13 PM

Well, academy does not have outstanding heroes but she along with Havez and Nur are the best.
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shassz
shassz


Adventuring Hero
posted July 19, 2007 01:45 PM

Yea I mostly play with Nur if I play with Academy. Galib is also a good 1 against any1 who use dark/destructive magic too much. Lucky warlock`s mirrored implosion on a wizard marked nme?

But they are only good in this state of the game. Toe`s clear winner is Razzak + Obsidian golems. Prolly theyll patch it out later cause itll be like skeleton archer creeping in the original version of the game or they just wont allow you to target them unless its an area effect destructive spell. I think obsidian golems are the most creative unit they come up with in the expansion.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 19, 2007 02:13 PM

Not a winner as they easily die to physical attacks. They are weaker than the old gargoyles so not a good idea against might factions.
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shassz
shassz


Adventuring Hero
posted July 19, 2007 03:07 PM

Hmm I wanted to say that they heal them back easily but actually they only use half the dmg to heal back and thats not enough. Thats enough for creaping if you combine them with master gremlins but that wont be enough against nme armies. I think he is still the best hero since he makes obsidian golems an even more solid defender and since you really dont get much from other heroes unless you fight necros, warlocks, or other wizards in which case Galib is a good choice too.

Might factions wont care much about taking out the golems rather the mirror images of gremlins/mages/titans or just the ammo cart.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 19, 2007 03:25 PM

Well I suppose you could target them with aoe, 1-target spells can't hurt allies. If you have any...Actually upgading the golems for creeping hurts your resource pool and I never needed anything other than gargoyles, m.gremlins and mages to creep during the first 3 weeks. After that you can get a few colossi to take the first hit by trickier neutrals as succubi mistresses etc. Motw, eldritch arrow and firetrap can take on almost everything. If you also get an icebolt and wasp swarm you have little to fear.

Also...About the mirror images you must mean in midgame or later. From experience I can say that the wizards won't have such an easy time even with phantom forces all over. Their troops still die easily unless they have gotten some good arties. I still don't see why you would want to have obsidian golems vs might. To absorb the outrageous amounts of spell damage they will do on you? Or to attack them yourself to rez a pathetic amount while you are getting beaten? The wizards don't have that much spellpower.
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shassz
shassz


Adventuring Hero
posted July 19, 2007 03:46 PM
Edited by shassz at 15:47, 19 Jul 2007.

Quote:
I never needed anything other than gargoyles, m.gremlins and mages to creep during the first 3 weeks.

Yea but golems cost even less so you can save more money for building and  the AI tend to shoot walkers for some reason when they get close so youll lose even less units with healbacks and you can almost creep like a necro.

Quote:
I still don't see why you would want to have obsidian golems vs might. To absorb the outrageous amounts of spell damage they will do on you?

No I revised that. It just wont work unless they let mark of the wizard double the healing too or/and let golems transform all dmg to healing but that would be a bit though. Even with 10sp and a mark of the wizard you could heal back 880 points of dmg with an implosion for 18 manna if you have no sorcery and emerald slippers. That would be a little imba I think.

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sdfx
sdfx


Famous Hero
posted July 19, 2007 06:14 PM

Well, it's not even close to imba if you look at phoenix + raise dead combo.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 19, 2007 06:28 PM

What I was saying is that implosion and other non-aoe destructive spells cannot target your golems. And that their dwelling is expensive to build the basic dwelling alone - not upgrade it. I tend to leave it for 3rd week as I need the resources elsewhere.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 19, 2007 06:39 PM

The wizards can be a serious might-force, but in strict endgame, because you need kazillion resources for arties and a couple good light spells too. At start, they should simply rely on summoning.. and pick secondary schools depending on whom they face.For example,against inferno, dark is a clear winner.

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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted July 19, 2007 06:44 PM

Quote:
At start, they should simply rely on summoning..


110% agreed.  I didn't believe in Fire Trap, thinking it might be some lame version of the H3 spell.  Tried it on some peeps recommendations here.  Man, I can't say enough good things about its creeping potential.
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sdfx
sdfx


Famous Hero
posted July 19, 2007 07:35 PM

Still, getting fist, raise dead, earthquake, firewall and arcane armor and no dark is far from cool. So, just not to provoke bad luck it's best to take Havez at the beginning.
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shassz
shassz


Adventuring Hero
posted July 19, 2007 07:40 PM

Quote:
What I was saying is that implosion and other non-aoe destructive spells cannot target your golems.

Maybe but that would make this ability pretty dumb. No1 would try to make a direct magic attack on the golems. They get only a portion of the areaspells and only use 50% of that dmg to heal back themselves. Well thats useful too but thats not much of a progress compared to Steel golem. I hope I can shoot em.

How you guys use firetrap? Ive never really used that spell.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 19, 2007 07:47 PM

Except they also absorb a part of the spell damage their adjacent allies suffer. That's why it is good.

Firetrap you just get to expert and target the area your opponent will come through. In expert you create 8 mines in that area so it's deadly against large units. Usually it's best to stay in one corner and try to target a smaller area so that the mines are dense enough.
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