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Sanyu
Known Hero
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posted July 20, 2007 01:17 PM |
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Quote: 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.
Ever since the patch balance, I think firetrap has gone from underpowered to overpowered... 5 x 5 area is simply too small an area.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 20, 2007 02:14 PM |
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Well just think how effective mass slow is then. Let's face it, even level 1 spells are crucial in a game and that's one more reason to like H5 At first it was like its H3 variant and thus mostly useless, now it has a specific purpose and can be used effectively.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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The_Gootch
Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
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posted July 21, 2007 01:58 AM |
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I disagree Sanyu. The reduced area makes it useful as opposed to worthless. The power of the mines individually aren't that strong. Wizards don't have a great spell power. Plus, once Phantom Forces comes along who isn't going to spam that with MotW.
Edit: I stand corrected. Academy still can get decent spellpower in addition to your main cracking 300 mana. On top of that, hello imba, Fire Trap is now afftected by MotW. Unbelieveable watching 16 mines get placed from one spell.
Did Academy need any extra help?
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GenieLord
Honorable
Legendary Hero
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posted April 24, 2008 03:43 PM |
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Conjure Phoenix Distraction
This strategy works the best when you play against factions with a lot of slow creatures, such as Dwarves and Orcs. Beware of using the strategy against Necropolis or Inferno; Vorpal Sword and Harm Touch will ruin it immediately.
Skills that you should get:
1. (Expert) Summoning Magic - Master of Conjuration, Master of Life.
2. Sorcery - Arcane Training
3. Enlightenment - Intelligence
Best heroes for this strategy: Jhora and Narxes.
Jhora starts with Sorcery and Arcane Training, and Narxes with Enlightment and Intelligence. The first step that you should do with them is to get Summoning Magic skill. Go creeping, and it will appear after a while. There's a large probabability that it will appear for a Wizard.
When you build the town, focus on developing the Magic Guild, in order to get the Conjure Phoenix as quickly as you can. If it's not there, try to build a libary, or find a Spell Market. The second important spell is Raise Dead. When you build the town, after you get the Gremlins, try to get Arch Mages as quickly as you can. Get Golems, after it Gorgoyles, then Djinns, Titans, and at the end, the Rakshasas.
When you upgrade your creatures, upgrade them to:
Master Gremlin, Obsidian Gargoyle, Steel Golem, Arch Mage, Djinn Vizier, Rakshasa Raja and Storm Titan.
Do anything you can to gather a lot of Knowledge. You can also build the Artifact Market and buy knowledge artifacts. SP atrifacts are good also, but first of all comes the knowledge.
On the battlefield
If you have done anything right so far, when you'll get to the battlefield you will have a hero with A LOT of mana (Intelligence + Knowledge), that his/her spells cost 55% of the original amount of mana (Arch Mage's Energy Channel + Arcane Training), casts quite often (Sorcery) and has the spells Conjure Phoenix and Raise Dead ( both are stronger because of Master of Master of Conjuration and Master of Life abilities)
Conjure Phoenix and send it to the enemy lines, better on shooters, because that will pull also attackers to assist them. Send the Gorgoyles with it, but that's it. Don't send any troops to attack in the middle of the battlefield. If you do, the enemy troops will come to the middle to attack them, and in the turn after, they will easily reach your shooters. All the troops but the Pheonix and the Gorgoyles stay in the first two lines. This way, the slow enemy attackers won't reach them, and instead, will atttack the Phoenix. Meanwhile, the Master Gremlin and the Storm Titans shoot the enemies, and the hero casts Raise Dead on any troop of you that gets hurt. Don't let the Phoenix die. If it dies, all the creatures that attacked it, will come to your lines. Before the Phoenix loses all its HP, use the Conjure Phoenix spell again. It will refill its HP.
Every time I used this strategy when I played against friends, I won, so I decided to post it here. Also works good against AL.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted April 24, 2008 04:17 PM |
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That's a standard tactic. A few things: Wizards always get summoning. Secondly library only gives dark/destructive so it won't help. Third putting a phoenix in the middle does not mean they can't come to you or cast at you. What really matters is the timing. If you can do it before week 4 your chances are great, later than that there are counters and if not the army can usually handle it.
What makes the phoenix so interesting is its comboability with other types of magic. The armageddonist can have mini protection arties and blasting the battlefield with the immune phoenix hitting the opponents with halved defense, the light user can buff it nicely with haste/RM/endurance/regeneration, you can make it vampiric etc. Even if the opponent tried to curse it there's a chance that magic mirror will activate so it can act as a distraction just by being there.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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GenieLord
Honorable
Legendary Hero
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posted April 24, 2008 04:25 PM |
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Quote: A few things: Wizards always get summoning. Secondly library only gives dark/destructive so it won't help.
Okay, I didn't know these...
Quote: Third putting a phoenix in the middle does not mean they can't come to you or cast at you.
When you play against Dwarves or Orcs, the slow units will attack it, and that gives you an adventage.
Quote: What really matters is the timing. If you can do it before week 4 your chances are great, later than that there are counters and if not the army can usually handle it.
I agree.
Quote: What makes the phoenix so interesting is its comboability with other types of magic. The armageddonist can have mini protection arties and blasting the battlefield with the immune phoenix hitting the opponents with halved defense, the light user can buff it nicely with haste/RM/endurance/regeneration, you can make it vampiric etc. Even if the opponent tried to curse it there's a chance that magic mirror will activate so it can act as a distraction just by being there.
Vampiric Phoenix sounds great. I didn't think about it... I guess I've never tried combining Summoning and Dark Magic.
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