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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Runes & Steel - dwarven road to being overpowered
Thread: Runes & Steel - dwarven road to being overpowered This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted May 18, 2007 02:33 PM

I was supposed to be retired already but i just game leave this game at least not when im not Lord still

I have played few more games with dwarfs and i must say that

1) Karli is playable too.
2) War machines are very good in small maps
3) Runic armor perk is very good, especially in fast maps when you don't even build mage guild

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sq79
sq79


Famous Hero
posted May 18, 2007 02:47 PM

Quote:
I was supposed to be retired already but i just game leave this game at least not when im not Lord still

I have played few more games with dwarfs and i must say that

1) Karli is playable too.
2) War machines are very good in small maps
3) Runic armor perk is very good, especially in fast maps when you don't even build mage guild


You can never quit like this
I've been trying to quit for past 6 months, just can't do it, even when i uninstall game, i reinstall it 1-2 days later
Just try to play lesser

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emilsn
emilsn


Legendary Hero
posted May 18, 2007 03:11 PM

Quote:
My normal build for large maps is
light - all 3 mass
destructive - master of fire - ignite
war machines - ballista, runic machines
Expert attack - tactics - battle frenzy
englightment - intelligence  


?!?! You choose all Light schools?! and not: Eternal Light... You must tell me why?! Because i know, not many unbuff you! But to have a spell that NO ONE can remove is AWESOME!!
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted May 18, 2007 03:15 PM

it's removable even with the perk, it just has 50% chance not to get removed by a dark spell/cleansing instead of 100%..

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sq79
sq79


Famous Hero
posted May 18, 2007 03:17 PM

Quote:
Quote:
My normal build for large maps is
light - all 3 mass
destructive - master of fire - ignite
war machines - ballista, runic machines
Expert attack - tactics - battle frenzy
englightment - intelligence  


?!?! You choose all Light schools?! and not: Eternal Light... You must tell me why?! Because i know, not many unbuff you! But to have a spell that NO ONE can remove is AWESOME!!


Do u mean mass slow or mass suffering versus mass haste, mass r.might?
Hmm... if someone does mass slow, just mass haste.
And puppet, u do mass cleansing, waste only 50% and u get to do another mass..
If eternal light = eternal mass cleasing, then surely, eternal light is better
Mass divine can be useful for the war lords and berserkers ...

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted May 18, 2007 05:34 PM

I hate Ethernal light perk it just wastes my slot, even when opponent DO use curses (which happened rarly in my games)

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted May 18, 2007 05:41 PM

But all Mass Abilities are not very useful either, because:
1) you may not have all those spells
2) even if you have more mass spells, you can't cast them at the same time. 4 Mass spells + some other hero tricks are fine for me, no need to go for 6 Mass spells

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted May 18, 2007 05:44 PM
Edited by feluniozbunio at 17:45, 18 May 2007.

Of course when you dont have the spell there is nothing to talk about. There is no need for all 3 perks most of times but i still hate when i need to take this perk just because it appears over and over again narrowing my choices.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 18, 2007 10:39 PM

Quote:
But all Mass Abilities are not very useful either, because:
1) you may not have all those spells
2) even if you have more mass spells, you can't cast them at the same time. 4 Mass spells + some other hero tricks are fine for me, no need to go for 6 Mass spells


However, even though you will rarely use them all in the same battle, during the cause of a game, each one of them might very well come in handy.
____________
What will happen now?

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sdfx
sdfx


Famous Hero
posted May 19, 2007 03:36 PM

To have all 3 dwarven light masteries, pick master of abjuration last.
____________

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emilsn
emilsn


Legendary Hero
posted May 20, 2007 12:46 PM
Edited by emilsn at 12:47, 20 May 2007.

Quote:
it's removable even with the perk, it just has 50% chance not to get removed by a dark spell/cleansing instead of 100%..


Awww man!! I need to read before I chose my abilities !! ... Eternal light - Eternal = FOREVER ! Not 50 %! Aww man ... 50 % that totally ruin that skill ... Aww man!! Its just like when click on a pop up that says: YOU'VE JUST WON A MILILION, JUST GIVE US YOUR KREDIT NUMBER aND WE WILL TRANSEFER IT!! ... And suddenly 0 money on your Account ... Awww man .. Eternal light my *** !!
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted May 20, 2007 02:31 PM

they just nerfed it.. a bit

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 20, 2007 03:36 PM

You must be kidding me...Dwarves cast a mass haste and a necromancer cannot slow them. Tell me what did you expect..? At least now there is a chance for dark magic to succeed.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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sq79
sq79


Famous Hero
posted May 20, 2007 04:48 PM

Ok, i only have a game with eternal light against necro, but i observed is ...
If dwarf hero cast mass haste, necro cast mass slow after that, initiative will be back to original , +40% - 40% = 0
That's eternal light... doesn't mean mass slow will be prevented totally. Just that the mass haste will remains

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 20, 2007 08:07 PM

Quote:
Ok, i only have a game with eternal light against necro, but i observed is ...
If dwarf hero cast mass haste, necro cast mass slow after that, initiative will be back to original , +40% - 40% = 0
That's eternal light... doesn't mean mass slow will be prevented totally. Just that the mass haste will remains


Which is the way it should be for all spells, really. How silly is it that your spell will not only apply full effect but also remove other spell completely just because you go after the enemy Hero?
____________
What will happen now?

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Lesij
Lesij


Famous Hero
posted June 04, 2007 09:58 PM
Edited by Lesij at 21:58, 04 Jun 2007.

I have one simple question bout Dwarves. Maybe I missuse Refresh rune, but it just doesn't work...
Does it work only with runes which are ACTIVATED while refreshing (as Thunderclap sometimes), or it works with every runes casted on the unit???

That eMpik version drives me juest MAD ...
____________

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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted June 04, 2007 10:45 PM

Quote:
Maybe I missuse Refresh rune, but it just doesn't work...
That eMpik version drives me juest MAD ...


What's eMpik?

Here's how I understand refresh rune.

Example 1 you use charge on your bear riders.  On hero's turn you use refresh rune selecting the bear riders.  On bears turn refresh rune is available again.

Exmaple 2 you use rune of ethereal on your bears and wait with them.  Then you use rune of charge.  On your hero's turn you use refresh rune selecting the bears.  In this case, one of the runes will be refreshed, but it's 50-50 whether it is charge or ethereal.  On your bears next turn you will see which one was refreshed because you will be able to use it.

Clear?

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emilsn
emilsn


Legendary Hero
posted June 04, 2007 11:23 PM

Quote:
I have one simple question bout Dwarves. Maybe I missuse Refresh rune, but it just doesn't work...
Does it work only with runes which are ACTIVATED while refreshing (as Thunderclap sometimes), or it works with every runes casted on the unit???

That eMpik version drives me juest MAD ...


Bear rider gets charge, uses their turn - hero refresh rune, bear now AGAIN have charge, and bear can now add another rune + Charge - because Refresh doesnt count as a rune
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 04, 2007 11:42 PM

That's exactly how you can stock many runes while battling. A nasty trick.

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HEBPEME
HEBPEME


Hired Hero
I have TotE now!
posted June 05, 2007 02:24 PM


Hey all

Here's the short version :

I played against my best friend in LAN.
He was inferno, me fortress ().
Map - The key to victory
He was lvl 28, me 27
So finally we met and the battle started.
2 minutes later it was finished lol. His army vanished off the
battlefield almost sooner than his units got to their turns
The point was that i was very lucky to get artifact that
makes his ini 20% less since inferno has good initiative.
I also had that perk "swift mind" or something that grants
my hero +25% ini on the start of battle. So i cast mass haste
almost for fun and then it was over. I was only able to cast
rune of charge with all my units (at the time i didn't know it
was the no-cd patch 2.1 bug) but it was more than enough!
He did make a mistake of trying to gate a stack of nightmares and
cerberus instead of charging while he had a chance, but other than
that he simply COULDN'T DO NOTHING to stop my army from mutalating
his. So eventually magmas + charge + luck resulted in evaporising
93 succubus mistress behind 150 cerberus and so on. Warlords created
a bloody mess with that chain lightning thingy , patriarchs with
their crossfire and so on.
So the point of this little anegdote is :
my friend claims that fortress is waaaayyy overpowered and that he
cannot believe that runes don't waste unit's ini , so he basically
translated rune of charge into "mass teleport assault for all units
without even wasting hero's turn" . Nicely put, but is it true?
I really wish to hear from someone else what do you think. Are dwarves
little TOO strong or not? Personally, i only had that one game using
them and my hero was Ingvar (defender's booster) so my experience with
dwarves is quite small so far. But the fact is that our armies were
relativelly equal in numbers (exception of shieldguards and maybe i had 5-8 more lvl 5 units then him. But he had 750 horned deamons of which 400 joined him just before the battle. And by the way, those deamons hit my magmas with good luck and killed 7 of them!!!)

Sorry for the long post, but i really need to know what do you guys think about dwarven true power. I can't even imagine how strong they
are with all runes functional

Later

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