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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»
TowerLord
TowerLord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted April 26, 2007 05:50 PM

Quote:
I'm 100% sure that the spells are generated at the START of the game (at least in my version - 1.41)
I mean, when reloading... restarting is like starting a new game
Maybe you built the mage guild in another town?

Quote:
His ballista went first. With its first shot he killed 5 of my hydras

Some calculations:
Hydras have 80 HP, so 5 Hydras have 400.
The flaming arrow fire damage is 50, so we have 350 until now.
The flaming arrows ability also ignores defense, and with the ballista having an attack of 15, the damage is increased by 75%.
350/1.75 = 200
Since ballista's damage is 5 * (Att+Kn), 200 / 5 = 40 resulting that he had 40 Attack + Knowledge in the third week!!!

This is either impossible or you play very rich maps, which maybe are not really balanced


I'm sure it was the same town, and the same day ... no restart involved.  

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted April 26, 2007 05:52 PM
Edited by feluniozbunio at 18:03, 26 Apr 2007.

Zombielord, first shot was the lucky one

Besides ballista has 18 attack (if ammo cart is present).

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted April 26, 2007 05:56 PM

Oh, that makes more sense

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 26, 2007 06:31 PM

Wow, very interesting match-up guys, keep the info coming, I'm very curious at hearing how succesfull Dungeon will prove to be with the Might approach.
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ChaosDragon
ChaosDragon


Famous Hero
posted April 26, 2007 10:43 PM

I'm surprised with the result of this might dungeon.

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Pomo
Pomo


Famous Hero
The lone peasant
posted April 27, 2007 02:33 AM

Quote:
I'm 100% sure that the spells are generated at the START of the game (at least in my version - 1.41)
I mean, when reloading... restarting is like starting a new game
Maybe you built the mage guild in another town?

Quote:
His ballista went first. With its first shot he killed 5 of my hydras

Some calculations:
Hydras have 80 HP, so 5 Hydras have 400.
The flaming arrow fire damage is 50, so we have 350 until now.
The flaming arrows ability also ignores defense, and with the ballista having an attack of 15, the damage is increased by 75%.
350/1.75 = 200
Since ballista's damage is 5 * (Att+Kn), 200 / 5 = 40 resulting that he had 40 Attack + Knowledge in the third week!!!

This is either impossible or you play very rich maps, which maybe are not really balanced


ZL - I'm not sure why you think that rich maps are especially imbalanced, it really depends on the type of richness (is it gold mines, extra towns, lots of creeps?) plus the matchup as well and poor maps are also potentially imbalanced not to mention boring Nothing to do...
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TowerLord
TowerLord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted April 27, 2007 08:36 AM

My skill choice is nothing special... I didn't want to neglect magic too much either, maybe I should have

Enlightment, Destructive, Sorcery, Logistics and Luck...

I think he is wrong when he says he had better spells, my empowered implo was doing 1500 damage, alot more than his Motw Implo, but unfortunately it didn't hit the target due to Magic Mirror...
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 27, 2007 03:55 PM

You know, that sounds pretty magic to me! But since you went for dragons early I get what you are saying. When I had first played battle for honour I had noticed that to build a mage guild in my first town AND dwellings for the second was hard within a certain timeframe. I tried not to fall behind but in the end I couldn't buy everything when the opponent came knocking.
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted April 27, 2007 05:45 PM
Edited by feluniozbunio at 17:45, 27 Apr 2007.

Well you got lucky to catch me with my riding boots on instead slippers, with slippers i got 900dmg impo, so its 1800 total. What is more i wouldnt count on implo when magic mirror is in the game , you got the scent what might happen if you underestimate magic mirror

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 27, 2007 06:01 PM

a good warlock's implosion should do 4-5k damage, 1k dam is a pathetic score!! Counting all bosters ofc.

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted April 27, 2007 06:20 PM

Um, may i remind you , i was playing academy in this game

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 27, 2007 06:34 PM

yea but I was refering to TowerLord's implo

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TowerLord
TowerLord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted April 27, 2007 08:48 PM

DoomForge, you are comparing apples to bananas ...or Lucky Empowered Slippered Implosion to my basic Implosion ...

Of course if you add the Lucky + Slippers effect to my implosion it would be 4.5k ... but since I knew academy has Magic Mirrow I didn't aim for big implosion, cause that would have been stupid.

What fooled me into using Implosion, was the fact that I thought Magic Mirror appears on creatures like all other abilities (Evasion , Defense etc.) when you right click on them, and it wasn't there.

Btw ... Can Chain Light be Magic Mirror, or not ?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 27, 2007 09:21 PM
Edited by Elvin at 21:58, 27 Apr 2007.

I'm afraid it can, it still targets one unit before the rest.

Meanwhile I got to play a game with academy and warmachines and it was rather surprising how much potential it has. I had Jhora on battle for honour and easily reached 20+ knowledge with enlightenment and an artie. I had not thought of that but academy is one of the few factions to be able to increase a crucial attribute for the ballista(knowledge in this case) giving an advantage to the wizards. The damage is more than adequate but can get better with:
Luck something you can easily get which would give max luck to a unit with a luck artie as well as resourcefulness. Against a hero other than warlock you can get resistance and perhaps block a spell aimed at your phantom forces clone
Attack with archery->flaming arrows as already mentioned. Too rare to be considered in most of the games unless you reach a high lvl where the chances to get it increases.
And leaderhip->estates->artificial glory. Yet another rare skill with a rather worhless requirement but getting it has merits.

This lineup(warmachines, luck, enlightenment for the most part) could work well with counterspell for which having more than one schools of magic is superfluous anyway. With all these skills it would be hard to manage them but getting them is an ideal situation not a regular case.

This strategy can help both in earlygame and later on especially in a siege where your units will be rooted until the gate is down. Warmachines will get it down sooner than usual but in the meantime 1-2 tier 7 of your opponent will die per round(more with flaming arrows). Flaming arrows would help more vs defensive heroes as it ignores defense. A little tip! If you have remote control and face a hero with a triple ballista, under your command it will have flaming arrows too! That would make 5 such projectiles that ignore defense and only the defensive heroes have triple ballista!

Warmachines is of less use in earlygame as a ballista costs 4500 and heroes that start with it are rare. Unless you plan to start with Havez of course or know that you'll get another town with cheap ballistas or a warmachine factory is around.

I suppose it's also viable to use warmachines with motw, sorcery and destructive to maximize your damage output. That would work best if you get the right elemental arties from artifact merchants, a good destructive in your guild-probably icebolt and luckily get flaming arrows. That should be quite a damage dealer.
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ChaosDragon
ChaosDragon


Famous Hero
posted April 27, 2007 09:29 PM

Indeed it can, and if you are unlucky, all the lightning will be reflected upon your units.

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Plexus22
Plexus22


Known Hero
posted April 28, 2007 12:58 AM

So when is the match going to be finished up? Would love to hear the outcome.

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ChaosDragon
ChaosDragon


Famous Hero
posted April 28, 2007 09:08 PM
Edited by ChaosDragon at 21:20, 28 Apr 2007.

@Towerlord: i wonder how good elemental chains with might dungeon?
how about considering that ability.

And the new spell called deep freeze may become the most powerful spell, more powerful than implosion (ofc armagedon is the most powerful but not that useful). It has the power equal to that of armagedon (expert: 30+30*SP), with master of freeze, it's .

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 28, 2007 10:11 PM

I wouldn't say so.. there will be nothing to freeze after casting the spell.

Have you seen a good lucky empowered slippers implo? It already kills every stack in the game, even after three months of game, in one hit.

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ChaosDragon
ChaosDragon


Famous Hero
posted April 29, 2007 05:13 PM

You're right, ofc i've seen it alot, dungeon is my fisrt faction before i switch to sylvan then inferno.

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted April 29, 2007 08:44 PM
Edited by ZombieLord at 20:49, 29 Apr 2007.

Quote:
ZL - I'm not sure why you think that rich maps are especially imbalanced, it really depends on the type of richness (is it gold mines, extra towns, lots of creeps?) plus the matchup as well and poor maps are also potentially imbalanced not to mention boring Nothing to do...

Imbalanced Rich maps (for me) = very many artifacts/map objects that give attributes and gold. That's all.

Quote:
I'm surprised with the result of this might dungeon.

I'm not, because I often go for a mix between might/magic (a little more magic) with Dungeon
You guys are just obsessed with magic with Dungeon. It's not only about the skills (hey, I like to take Destructive + Sorcery + Luck + Attack (only Attack is somewhat mighty)) but about NOT RECRUITING and LOSING creatures (because of placing high level magic guilds too early)
Against Haven I agree Magic is the best way to go because of the high defense (even though the Grim Raiders ignore it...) but I prefer a mix and it proved very efficient

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