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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Alternatives comparison
Thread: Alternatives comparison This thread is 24 pages long: 1 ... 7 8 9 10 11 ... 20 24 · «PREV / NEXT»
Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted June 23, 2007 07:00 AM

Well, Academy upgrades look kinda pityfull. Golem's destructo-magnetism would kinda encourage warlocks to use implosions rather than area spells, sounds rather agrivating if instead of receiving damage they GAIN units from it.... Wouldn't that mean that leaves an easy and obvious way for a wizard to resurect his golems, by targetting his own golems?

I like the alternative looks of the dwarves a lot more, they have obviously been thrown a more viking-style, and it matches them terrificly. 2 thumbs up for that!

And what do you know, Haven is last I'm 99% they are nerfed renegades.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 23, 2007 07:25 AM

Quote:
Well, Academy upgrades look kinda pityfull. Golem's destructo-magnetism would kinda encourage warlocks to use implosions rather than area spells, sounds rather agrivating if instead of receiving damage they GAIN units from it....

Are you kidding? If a warlock wishes to be more aggressive he can do so on his own, it won't be the golems that will force him. But if they do he'll also have to deal with mirrored spells.

Quote:
Wouldn't that mean that leaves an easy and obvious way for a wizard to resurect his golems, by targetting his own golems?


And that would be no. Only aoe like fireball/circle of winter can target your units unless you use motw and hit ally and foe at the same time. A bad idea imo and not sure if it will wrk anyway. Then again you have a fireball from the archmages but I'm sure you can put it to better use. And meteor shower would be too cumbersome to use on your side of the field.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted June 23, 2007 07:42 AM

Well yeah, but it does read : "Obsidian sphere: Direct damage spell, instead of dealing magical damage, heals and resurects the golems."

Destruco-magnetism deals with area spells, but the Obsidian Sphere ability has nothing to do with that. Casting implosion on Golems would almost be the same as casting light-magic resurection upon your enemy.

Of course I just realized again you can't target your own troops with non-area damage spells My bad. But perhaps it WOULD be possible on golems since the effect is good on them? On other hand - send your golems up front, cast meteor shower and enjoy dealing both damage while resurecting your golems Goes for any area spell obviously.

More frail than Steel golems, but more initiative. Definately calls for sending them up front. I think. Or, yes, blocking your shooters.

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dkolb
dkolb


Promising
Known Hero
Nay Nay and Aslan Protector
posted June 28, 2007 11:48 AM bonus applied.
Edited by dkolb at 00:25, 29 Jun 2007.

Quote:
No better not to what about discussing if the "alternates" really are alternates? i mean most alternates have way better powers than the original upgrades. i mean what would ever make you choose the marksmen over the crossbow guy?? piercing shot yeah right. but ok prehaps he is a bad example but most of the alternates are more powerful than the original upgrades. dont you think?


well let's look at them all: (assuming Renegades are the alt for haven)
edit: blaat theres alot of the buggers this is taking me longer than I thought.

edit dos: just found this topic so I'm going to post all this crap here.

Haven:

Conscript vs. *Enforcer = Enforcer wins: Bash is useful + comes with Taxpayer

Marksmen vs. *Crossbowmen: Crossbowmen wins, however if you have the Artifact that gives no range penalty the marksmen is alot better because of precise shot.

*Squire vs. Vindicator= Squire I'd rather have a Squire because of his good abilities and defensive capabilities. Bash/ Shield Allies/ Enraged > Cleave

*Imperial Griffin vs. Battle Griffin= Imperial Griffins are much more useful. Battle Dive is one of the best abilities in the game, and Battle Frenzy is almost useless because obviously you aren't going to attack it multiple times if you know its going to keep adding on damage.

Inquisitor vs. *Zealot= The Zealot is one mean hombre. Not only does he have more mana than his counterpart but he has expert righteous might and even better blind. Blind itself is a very dangerous spell and can wreak havoc and that is why they often are split up to blind more creatures. These two units would compliment each other great (With the inquisitors being able to cast haste, divine strength, and endurance, and the Zealots righteous might and blind the possibilites are very scary) but the Zealot is vastly VASTLY superior to the Inquisitor.

*Paladin vs. Champion= You can't go wrong with either very evenly matched. I think the usefulness of Lay Hands as well as his 4 extra defense make the Paladin a tiny bit better. Champions do more damage and Champion charge can be useful if you can pull it off.

Archangel vs. *Fallen Angel= I choose Fallen angel but not because I'm convinced it's better but because I don't think it costs resources like the Archangel does. Fallen Angels despite having less defense are able to last longer because of their life drain. However if you are able to curse the fallen angel to do minimum damage they aren't hardly any good. With the Archangel at least you get consistency no matter what. Resurrection really does restore ALOT of units maybe even your marksmen who can take out some of the creatures in one hit. So I think in someways they even out but Fallen is better for the price.

Now note for the rest of these I'm giving my opinion. They could be completely different in the game I'm giving a rating based on the information that is available to me at this time.

Academy

*Master Gremlin vs. Gremlin Saboteur=  Whereas the Saboteur is useless in battles without mechanical units (and even then can only stop them for 1 turn if he has more hp) the Master Gremlin can heal/resurrect golems/warmachines in any battle. Even a few can heal a golem a little bit whereas a few saboteurs can't do anything. A saboteur would be useful at stopping Deleb from blasting everything with the ballista however.  

*Obsidian Gargoyle vs. Marble Gargoyle= The Marble Gargoyle kinda scares me to be honest. I'm assuming all of it's abilities effect itself? I imagine there will be great strategies involving teleporting the gargoyles into the enemy ranks and then casting meteor shower or something like that. And who knows the effect it will have with the golems. One thing is for sure: These things are really dangerous to have around in your army. For one they are going to drop like flies if they are effected by the same aura they emit. Although you can try to put them with the golems there will be times where their presence will completely backfire. I'm sure enemy strategies will take them into account. If they take an additional 50% elemental damage think about what implosion will do. Whereas at least with the obsidian they can last longer.

Steel Golem vs. *Obsidian Golem= Okay so let me get this straight not only are Golems immune to ALL magic but they heal? Uh I'll take that and an extra 2 initiative over unlimited retaliation. So imagine if you had marble gargoyles parked in the enemies camp, a few obsidian gargoyles....and armageddon.

Battle Mage vs. Archmage= Not enough info to judge. Battle mage has no mana so maybe Eldrich Aura means no spell cost? No...then why does it have spells? I'm going to have to wait on this one. Hard to go wrong with the Archmage at any rate.

*Djinn Sultan vs. Djinn Vizier= Despite looking really cool the Djinn Vizier doesn't seem very impressive. Unless by lowering/ raising luck it means by a substantial amount, I'd much rather have the Sultan with it's superior stats and random spells.

Rakshasa Raja vs. R. Kshatri= I don't know what Whirlwind even does exactly so I can't judge. It seems to much more offensively oriented than it's counterpart. I think the extra 1 speed may make it better, as the main problem with these as well as the wraiths is they seem to be too slow.

*Titan vs. Storm Lord= Storm Cloud doesn't seem as great as Call Lightning and beyond that they are identically statistically. I wish they would have made a really vicious melee fighter but that's neither here nor there.

Dungeon:

Assassin vs. *Stalker= I predict the stalker to end up being the much more superior unit. The invisibility helps it's cause, and it poisons as well. The thing with the assassins is if your like me you shoot with them because you don't want to expose them to enemy attack. So they always have 1/2 damage taken off. With Stalkers not only is their full damage(actually increase damage range) but invisibility allows you to get right at those archers and do alot of damage/poison them.

Blood Fury vs. *Blood Witch= about a tie actually but if you notice the Blood Witches damage range is huge. Well that normally would be bad but in this case since she can't get cursed, it is only an advantage to bless her for additional damage. She's a little tougher too but again it's barely a difference.

Minotaur Guard vs. *Minotaur Captain= this creature is truly a godsend to necropolis heroes who can mix in additional units without penalty. The only downside of the captain is it's loss of a double attack but keep in mind that with the Guard it wasn't 2x attack in a row it was attack retaliation attack. I mention this because the Captain is much more capable of holding his own in a melee fight with his much better defense. Overall the Captain has superior stats. And 40 hp for a level 3 creature? That can take alot of punishment.

*Grim Raider vs. Black Rider= This is a close call, but the rider charge can really break the shell on some enemies with tough defense and with the Black Rider's 1/4 damage dealing attack isn't as good I don't think.

Deep Hydra vs. *Acidic Hydra= I'd say they are comparable but Acidic Hydra costs less. Depending on whether or not it effects allies his acid blood might not be that great. For example say you have a squire in front of a marksmen and a grim raider charges out and attacks the squire and then the marksmen shoots at the acid hydra causing it to spew acid all over the grim raider. The thing to remember about the Acidic hydra is that it is up to the enemy when to attack it, and if they are smart that time is right over your units. The deep hydra although slower and much maligned can withstand alot of damage. Time will tell if the Acid Hydra truly is better.

*Shadow Matriarch vs. Shadow Mistress= Right now it has that the mistress and the matriarch share the same spells but the mistress can go invisible and has better stats. Great right? Wrong. She has no shots and even less mana than her counterpart. So tell me what exactly do you do when you've finished casting weak dark magic spells and your invisibility runs out? Your stuck with a creature that can only walk (albeit sexily) for 5 spaces. That's not enough she'll be a sitting duck and be shot to pieces. That's what you get when you try to change a caster/archer into a melee fighter. It may be beneficial to use the invisibility period to sneak up to some archers for a surprise tactic as her attack and damage aren't bad.

Black Dragon vs. Red Dragon= the question isn't whether the black dragon is better because it is. The question is whether it is worth the extra money. I'd say your getting a bargain no matter what you go for. The Red Dragon's Incinerate sounds like a very powerful ability, and the Black dragon's increased stats and magic immunity gives the dungeon some of the best level 7 units.

Inferno

Familiar vs. *Quasit= Depending on how it works Siphon Mana could make dangerous creatures such as Pit Lords even more so, and would also make this creature even more wanted by the various spell casters of other armies who have no way to get additional mana. The hero at least by the late stages of the game has tons of mana and has the potentional to get more and more and more. That alone makes the Quasit a better critter for the same price. And it has superior statistics. 4 damage for a level one unit is great but they are expensive. And their attack range is twice as much as a horned demon!

Horned Overseer vs. *Horned Leaper= Wow a competition between Tweedle Dee and Tweedle Dumb. I guess I'll go with the Leaper but both suck. I mean with the leaper your rid of them sooner at least because he has a suicidal 1 defense. Between these oafs the peasants and the zombies it makes you wonder why you have to build the structure to begin with.

Cerberus vs. *Fire Breather= The reason I say Fire Breather is because with fire breath you can damage the archers behind the melee fighters and all you can effect alot of creatures with the breath without retaliation. The downside is less damage but way more damage spread out.

Succubus Mistress vs. *Succubus Temptress= I don't even know the ins and outs of Seduce but the Temptress is better anyway. Immunity to Puppet Master is nice and the chain shot only works well if all your units are demonic and even then it's not amazing.

*Nightmare vs. Hellmare= This is where the Inferno starts to get scary. Both the these creatures are bad news. The Nightmare is cheaper and the fright aura is powerful so they are recommended as a shock trooper against anyone except necropolis. The Hellmare although more expensive does more damage, and if you are able to get enough of them the searing aura can be an unlikely source of powerful offense. The best thing about these creatures is their 8 speed which let's them attack large creatures from the beginning if they are lines up right, their fear attack which stops retaliation and can get strong melee fighters to back away, and finally their INSANE initiative making these horsies true nightmares if haste is cast on them and slow on others!

*Pit Lord vs. Pit Spawn= The Pit Spawn has taken the Pit Lord's attacking capabilities and shifted them into overdrive. Unfortunately it has lost it's very powerful spells and thus making the Pit Fiend better in some instances. It loses the very powerful vorpal sword ability and has such a huge damage range that if it is cursed it is almost worthless. However, the Pit Spawn is cheaper than the Pit Lord and unlike the Shadow Mistress who is small and has 5 speed, the Pit Spawn is large and has 6 speed just like Wraiths. The magic proof makes it tough to take down magically, and the extra attack and hp help out alot giving it quite impressive statistics in some areas. I don't know whether it was intended to be this way or not but this creature even to a greater extent than the one before it makes a great anti necromancer unit. Anyway with the Axe of Slaughter skeletons stand a chance of being annhilated right off the bat, and heroes with many low level creatures think twice before attacking it.

*Arch Devil vs. Arch Demon= It wouldn't make sense for an Arch Demon to be better than an Arch Devil and such is the case here. The sheer power of Pit Lords make the Arch Devil a better choice, but then again   if you choose to take the pit spawn then the arch demon's summon other ability becomes quite useful. Imagine summoning the skeleon archers through your castle gate into the waiting stack of pit spawn!

Necropolis

*Skeleton Archer vs. Skeleton Warrior= The large shield is nice the magic-25% is nice. But shockingly the Skeleton Warrior which was intended for melee keeps the skeleton archer's speed! And not only that but has LESS health than the archer? With skeletons even 1 health is important. There is no reason to use the warrior, with it's pitiful speed and health and inability to shoot it is going to be dead the second time rather quickly.

*Plague Zombie vs. Disease Zombie= if you insist on using these blights (I guess they are ok for garrison or something)then at least use the Plague Zombie. Not having the extra damage is too big of a thing for the already weak Disease Zombie to handle. And although it will last a bit longer, the output is so poor it's not worth it. The special in a few instances can be useful (i.e. the morale penalty when used in combination of banshee howl/sorrow) but not as good as the weakening strike which can be used over and over.

Spectre vs. *Poltergeist= This is one level 3 creature where losing 2 hp isn't really a big deal because it's either going to dodge or get fried either way. This ammo steal ability sounds interesting and could really screw over some ranged units who can't fight melee. Of course at the very least it may cause the enemy to purchase ammo carts. The extra speed is nice too. And if I sound anal retentive about an increase of like one speed that's because it's a big deal. Especially the 5-6 range were you can actually strategize where your going to attack. The 7 to 8 jump is a huge deal too because that's where you can (if your lined up right attack on your first turn)

*Vampire Lord vs. Nosferatu = Time will tell but I'm having a problem believing 5 hp and a CHANCE to put an enemy to sleep is worth the fluctuating damage range and the loss of no enemy retaliation. For Vampires especially it is a big deal to lose no enemy retaliation, because that's part of how they restore their numbers. If every time they attacked they were counterattacked they wouldn't last. Nosferatu don't seem to be worth the extra gold, but if sleep strike WORKED that would be really good.

*Archlich vs. Lich Master= Can't say I saw this one coming: Lich Master? What about Power Lich? Anyway I'm not impressed with the Lich Master at all. It's similiar to the mummy in that it can cast raise dead. But the mummy is like better in so many ways. I never thought I'd see the day when a mummy would outclass 2/3 of the spellcasters in the game. Anyway...if this Lich Master is even usable then it has to have expert raise dead otherwise it's not ever worth the space. It can barely move as it is.

*Wraith vs. Banshee= Even though it costs 100 more gold the Wraith is alot better. Not only that but with harm touch you can do more with less of them especially against strong creatures. Death wail could possibly make a nice combo w/ banshee howl but again Wraith has better attack and defense. Both have an annoying 6 speed which is enough to get them point blank in front of the enemy before getting shot to pieces and attacked by all the melee units and otherwise

Spectral Dragon vs. *Horror Dragon= Amazingly it cost less gold than the bone dragon although it does cost an extra mercury. However it straight up costs 1,000 less gold than the spectral and is not that much less of a creature. This is a creature that may not be comparable to other levels, but is a really good value and besides there are more of them! Sorrow strike is nice, but the extra speed is much nicer!
Assuming both upgrades cost around the same amount the ability to ruin morale is good for all living opponents and the automatic cursing is really good too. Good value but you get what you pay for.

Sylvan

*Sprite vs. Dryad= This is dependant on whether or not you have treants once you have them then by all means upgrade again. Although the increase in damage is nice it's not enough to off-set the usefulness of advanced Cleansing.

War Dancer vs. Blade Singer = I hate both... use to harass archers and as cannon fodder.

Master Hunter vs. *Sharpshooter= This might be the most overpowered alternate since the Zealot. Force arrow alone would make this a bargain for 120 gold but NO RANGE PENALTY HIGHER ATTACK/DEFENSE/INITIATIVE and 8-9 damage for a level 3?! Wow! And to think that I couldn't even have gotten 2 Plague Zombie for that!

*Druid Elder vs. High Druid= Both have admirable qualities but Druid Elder has pretty good direct damage spells that are more useful.

*Silver Unicorn vs. White Unicorn= The Silver Unicorn is the more classic attacker with the White Unicorn's presence being more disruptive than anything else. Especially to Haven/Sylvan factions. Dungeon and Necropolis type of factions will just shrug and blast it or curse it to death, it is then where the Silver Unicorns Blind comes in handy and blind is a great effect.

Ancient Treant vs. *Anger Treant= The reduced cost and slightly upped attack with an ok special make this the treant to take exploring and the other one to leave in your castle to guard.

Emerald Dragon vs. *Rainbow Dragon= as with the horror dragon this is about getting the most bang for your buck except this time you actually get a pretty tough lil' dragon out of it. It's stats are very respectable when compared with the emerald and his special has the potential to even surpass his big brother. Watch where you position your own troops and give him some breathing room!
Assuming they are closer to the same price I still say the Rainbow Dragon because of the potential of rainbow breath use with a faction known for it's high luck.

Fortress

Shieldguard vs. *Stone Defender= Both are impressive and strong units but the defensive potential of the stone defender during a seige is indeed formidable these are good value for your money.

*Skirmisher vs. Harpooner= the same price and the skirmisher can wound and has no melee penalties and the harpooner can yank a unit closer...right.

Blackbear Rider vs. White Bear Rider= they both check and balance each other fairly well with the blackbear being the more defensive of the two

Berserker vs. *Battlerager = more health/more specials

Rune Patriarch vs. *Rune Keeper= wow these are both really good creatures IMO. Good hp, Great Specials/great spells. Runekeeper being immune to fire means armageddon though so he wins.

Warlord vs. *Thunder Thane = once again similiar creatures ones immune to fire though

Magma Dragon vs. *Lava Dragon = over 1,000 less gold for a creature that is almost exactly the same in the long run? yes please!
If they are about the same price I'd say Magma if your keeping with the defensive scheme of the town and Lava if you want a more offensively oriented creature.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 28, 2007 02:01 PM

Nice and complete review. You should change your evaluation of the Level 7 units, however, based on the fact that all the old Level 7 units are likely to receive a 1000 Gold discount with the new expansion.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted June 28, 2007 02:17 PM
Edited by Moonlith at 14:19, 28 Jun 2007.

I think the sharpshooters are way too overpowered. Better stats, no range penalty, force arrow.....

I mean not just overpowered for a level 3 unit, but no-one in their right mind is even going to bother with Master Hunters no more. I thought the main goal of alternative upgrades was having different creatures that are more or less equal in different aspects, each usefull in different situations or against specific factions.

This aint it, Sharpshooters are just plain better and would be better off being considered an UPGRADE for master hunters.

I don't know what they were thinking, honestly. There's no choice here.

Perhaps they figured Sylvan was slow early on and needed a solid unit to make for easier creeping and fending off rushing enemies? I don't know... Bad idea then.

PS: Oh, they are also CHEAPER and have a HIGHER GROWTH!!! ...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 28, 2007 02:50 PM

Quote:
PS: Oh, they are also CHEAPER and have a HIGHER GROWTH!!! ...


Don't know why people keep making this mistake? You are looking at the Blade Singer stats - obviously, they cannot have higher growth since they are an upgrade (duh) and they cost the same as Master Hunters. And personally, I will see the 75 % defence reduction confirmed from Ubisoft before I believe it, simply because it seems so way off ballance.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 28, 2007 03:16 PM

Even if it is a chance effect like warding arrows it would be too powerful.
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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted June 28, 2007 03:44 PM

Quote:
Even if it is a chance effect like warding arrows it would be too powerful.


So is precise shot too powerful?  Precise shot is a 100% chance to 100% reduce defense.  I'm assuming your talking about the 75 % damage reduction.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 28, 2007 04:50 PM

Of course. Presise shot was only 'overpowered' when marksmen could be gathered in obscenely big stacks.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted June 28, 2007 11:02 PM
Edited by alcibiades at 02:03, 29 Jun 2007.

Quote:
Quote:
PS: Oh, they are also CHEAPER and have a HIGHER GROWTH!!! ...


Don't know why people keep making this mistake? You are looking at the Blade Singer stats - obviously, they cannot have higher growth since they are an upgrade (duh) and they cost the same as Master Hunters. And personally, I will see the 75 % defence reduction confirmed from Ubisoft before I believe it, simply because it seems so way off ballance.


http://www.heroesofmightandmagic.com/heroes5/sylvan_alternate_upgrades.shtml

Perhaps people make mistakes due to this page containing mistakes then

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MartectX
MartectX


Adventuring Hero
posted July 05, 2007 11:40 PM

Quote:
Storm Lord costs 1400 gold lower than Titan. Storm Lord even costs less gold than the unupgraded, Colossus. It makes Storm Lord better.

Beware: All upgrades will become 1000 gold cheaper (IMO)!

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted July 07, 2007 05:36 AM

Quote:
Quote:
Storm Lord costs 1400 gold lower than Titan. Storm Lord even costs less gold than the unupgraded, Colossus. It makes Storm Lord better.

Beware: All upgrades will become 1000 gold cheaper (IMO)!


Oops! don't know bout that!!!
Thanks for the info. Post updated!!

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted July 07, 2007 05:59 AM
Edited by Evil_Warrior at 09:07, 08 Jul 2007.

Great post from dkolb! But, I disagree about some of dkolb's choice.
I don't compare the original upgrades with the alternatives to find which is stronger if the original and the alternative fight against each other. But to find which is stronger and more effective against almost any other units.

These comparison based on the assumption that all original level 7 upgrades costs will be reduced by 1000 gold.


----------------------------------------------------------------------

ACADEMY

Master Gremlin – Gremlin Saboteur
Gremlin Saboteur better in stats since it has higher Attack and Defense while Master Gremlin has only 1 point higher initiative number. On the other hand, Master Gremlin’s Repair is better than Gremlin Saboteur’s Sabotage.
If combined with Golems or War Machines, Master Gremlin is more effective. But if not, better to choose Gremlin Saboteur.

*Obsidian Gargoyle – Marble Gargoyle
Their stats are not much different each other, while their abilities are. Immunity to 3 types of elements makes Obsidian Gargoyle better. Although Elemental Aura and Elemental Vulnerability of Marble Gargoyle are excellent, they can harm allied units especially at the beginning of combat when generally at least 1 allied stack standing near the Marble Gargoyle stack.

*Steel Golem – Obsidian Golem
Obsidian Golem is protected by Obsidian Sphere that means no spell will cause bad effect on it. Furthermore, Destructive Magnetism can be an option to protect other units by absorbing the damage to the Obsidian Golem itself. But, the Steel Golem has Immunity to Slow and Magic-proof 75% that are also protect from almost all hostile spells, although cannot protect other units. With better stats and Unlimited Retaliation Steel Golem is a better choice.

*Archmage – Battle Mage
Archmage better. Although it has less shots, Magic Attack can hit many stacks in one attack. Much more useful than Battle Mage’s Eldricth Aura. Also, Energy Channel makes the hero can save 25% mana each spellcasting.

Djinn Sultan – *Djinn Vizier
There are no big difference in stats. The problem is comparing Master of Luck and Random Caster. Random Caster provides much more spells variation, either more or less effective than manipulating luck. But, the unpredictable spell also makes unpredictable situation that affects strategy. Master of Luck always manipulates luck. So, it is easier to make some strategies with certainty that Djinn Vizier will only manipulate Luck.
In other words, Djinn Vizier better.

*Rakshasa Raja – Rakshasa Kshatri
Rakshasa Raja has 20 health points higher than can’t be defeated by Rakshasa Kshatri that has only about 5 higher damage. Whirlwind can neither defeat No Enemy Retaliation.
Rakshasa Raja better.

Titan – *Storm Lord
Call Lightning does 30*number of the stack to 1 stack, while Call Storm does 10*number of Colossus that summons the Cloud to 3 x 3 stack. Both are excellent abilities. Which is better depends on the situation. Call Storm better to attack grouped enemies, especially shooters, while Call Lightning better to attack single stack.
However, Call Storm can also bring bad effect to enemy shooter.
It makes Storm Lord better.

----------------------------------------------------------------------

HAVEN

Conscript – *Enforcer
Nothing about Conscript that better than Enforcer.
Enforcer has Taxpayer and better stats. Absolutely better.

Marksman – *Crossbowman
Crossbowman has higher attack. Although has less shots, No Range Penalty with 10 shots can do much more damage than 12 shots without No Range Penalty.
Marksman better if combined with artifacts that eliminates range penalty. However, in common situation, Crossbowman better.

Squire – Vindicator
Vindicator has better stats. Also, in large number of Vindicator, which increases chance to kill at least 1 creature, Cleave will usually work, do additional strike, and become more effective than Bash.
Squire reduces damage from enemy shooters that affect adjacent allies and increases attack when allied creatures killed. Effective when there are enemy shooters and other allied stacks.
Which is better is depend on the situation above.

*Imperial Griffin – Battle Griffin
Battle Dive better than Battle Frenzy. Battle Dive is a planned act, while Battle Frenzy is just waiting if there are second attack or not. Imperial Griffin better.

*Inquisitor – Zealot
Zealot has 4 attack points higher and 3 more mana, while Inquisitor has 2 defense points higher and 2 more shots.
The difference in attack and defense are not significant in number. Also, difference only 3 mana is not quite important. Except the hero has Ammo Cart, Inquisitor better.

Paladin – *Champion
Lay Hands just heal one unit. Champion Charge can do half damage, in this case, damage of a upgraded level 6, to 1 more enemy stack behind the target.
Although it has less defense, Champion has higher health. Also, Champion Charge makes it better than Paladin.

Archangel – *Fallen Angel
Damage range of  Fallen Angel is 25 – 75 which can be assumed as 50. Same as Archangel’s, 50 -50. Attack points higher, but defense points lower.
Fallen Angel is better since Drain Life can be automatically activated everytime the creature attack, while Rescurrect Allies can only be activated once per combat and makes the Archangel loses its chance to attack in the current round.

----------------------------------------------------------------------

SYLVAN

Sprite – *Dryad
Treant Union is more useful than Casting Ability. Not only heal, but also rescurrect Treants and at the same time, rescurrect itself.
Better to choose Dryad.

*War Dancer – Blade Singer
Agility isn’t as good as War Dance Combo. Although Blade Singer has higher Attack, Defense, Damage, and Initiative, it costs 60 gold higher per unit. With 1500 gold, we can recruit 16 War Dancer but only 10 Blade Singer. Quantity can defeat Quality.
War Dancer is a better choice.

Master Hunter – *Sharp Shooter
Sharp Shooter has better stats and lower price. It also brings H3 Sharpshooter’s dangerous ability, the No Range Penalty. The Master Hunter only does half damage to creatures that stand over half the arena from the Master Hunter’s stack. Although it can shoots twice, which means 2x half damage = full damage, it spends two shots for each ranged attack. While the Sharp Shooter just spends one.
Force Arrow, can increases distance between Sharp Shooter and enemy stacks that will move to any stack adjacent it. Thus, it is better than Warding Arrows.
Like in H3, there’s no chance Grand Elf can defeat Sharpshooter. In H5, Master Hunter cannot defeat Sharp Shooter.

*Druid Elder – High Druid
Comparing Mana Feed and Power Feed means comparing Power and Mana, Quality and Quantity. Just my opinion, in spellcasting, better to cast spell many times than cast it with more effect. Furthermore, Mana Feed can transfer 15 mana (Druid Elder’s mana) to the hero. 15 mana is large number which allows the hero cast many high level spells. Also, with lower price, Druid Elder is better for me.

Silver Unicorn – *White Unicorn
Little bit difficult to compare Bond of Light and Aura of Magic Resistance.
30 % Magic Resistance to all adjacent allies means great protection. While Bond of Light means the White Unicorn will be affected by all Light Magic which always gives good effect. Anyway, in common situation, many chance Light Magic will be casted either by hero or caster, allies or enemies. Including Haste and Rescurrection.
Just a little, but White Unicorn better.

*Ancient Treant – Anger Treant
Better stats but higher price owned by Ancient Treant. Rage of the Forest is good idea. Giving option to change from Defense-Root-Entangler mode to Attack mode.
But, Entangling Roots  is more useful in common situation. Ancient Treant, with Take Roots which furthermore increases Defense, and TurboBoost which gives Speed, can be chosen as better alternative. Ancient Treant better.

Emerald Dragon – *Rainbow Dragon
Depending on Luck, Rainbow Breath can do more than Acid Breath. But remember, Implosion, one of the most dangerous spell, can harm the Rainbow Dragon as it doesn’t have Immunity to Earth. Although Emerald Dragon costs 300 gold higher, Immunity to Earth makes it better.

----------------------------------------------------------------------

INFERNO

*Familiar – Quasit
Hero has much more spell to cast than the casters do. So, Mana Stealer that gives the stolen mana to the hero is more useful than Siphon Mana that distributes it evenly between all allied casters. Familiar better.

Horned Overseer – *Horned Leaper
Better in stats, Horned Overseer also has Explosion ability. Effective when combined with Teleport to send it to grouped enemy.
Horned Leaper is better with Leap ability which ignoring obstacles and when combined with Haste, the additional damage can be about 100%.

Cerberus – *Firebreather
With nearly equal in stats but has Fire Breath, no doubt that Firebreather better.

Succubus Mistress – *Succubus Temptress
With Immunity to Puppet Master and Seduce abilities, Succubus Temptress cannot be Hypnotized and can Hypnotize. Chain Shot is excellent, but cannot be compared to those two abilities.

Nightmare – *Hellmare
Comparing their name, Nightmare rules!!! (LOL!!!)
Unfortunately, the bad-named Hellmare has Searing Aura that does damage, not only decreases morale. Higher costs is reasonable for this. Hellmare, with its Searing Aura and (sigh!) bad name, unfortunately, is better.
About the name, how about Hell Stallion or Fearsmith?

*Pit Lord – Pit Spawn
Eliminating ability to cast Meteor Shower for increases Attack, Defense, Hit Points, and Speed is not an option. Furthermore, Vorpal Sword is very effective against High Level units and much more better than Axe of Slaughter.
Magic Proof  50% and lower price makes Pit Spawn one of the most effective level 6 units. But, once again, Pit Lord is still better choice.

*Arch Devil – Arch Demon
Like almost Inferno alternative upgrades, Arch Demon has better stats than its old brother, Arch Devil. With same price, we can get more Attack, Defense, and Health. The difference in Speed and Initiative just in small number.
Anyway, who wants to subtitute Summon Pit Lord with Summon Other? Who doesn’t want to summon Caster that can cast Meteor Shower? 2 Pit Lords per Arch Devil? Arch Devil rules!!!!

----------------------------------------------------------------------

NECROPOLIS

*Skeleton Archer – Skeleton Warrior
Large Shield is not quite important for creatures with low health. Magic Proof 20% also relatively unuseful as Damaging Spells usually used for Shooters.
Little bit worse in stats, but Skeleton Archer has Shooting ability. Skeleton that increases more and more with Necromancy, can become horde, throng, swarm, zounds, or maybe legions. Just SHOOT with the 1k of skeletons and see the result!

*Plague Zombie – Disease Zombie
Weakening Aura of Disease Zombie can affect all adjacent tiles but only once. Better to use Weakening Strike of Plague Zombie that can work everytime the Zombie attack and can work multiple times in one target.

Spectre – *Poltergeist
With Ammo Cart, Ammo Steal will be unuseful. But in common situation, with 6 speed, it is easy to come closer to enemy shooter so that it can steal 9 shots from selected Shooter. That is better than Mana Drain that only works on Spellcaster and makes Poltergeist better.

*Vampire Lord – Nosferatu
Sleeping Strike can be very effective when it works. But it doesn’t always work. Better ability to combined with Life Drain is No Enemy Retaliation. Vampire Lord with lower price, can attack and rescurrect itself with Life Drain, without fear of being retaliated. Nosferatu defeated.

*Archlich – Lich Master
Again, the new alternative removing Shooting ability. Increases 15 hit points but cannot shoot. Well, I’ll say I go for the Shots. Remember, not only regular shoot, but with Death Cloud, characteristic of upgraded Lich since H2.
Just 50 gold higher cost, we can get Death Cloud shoot. Archlich better.

*Wraith – Banshee
Harm Touch kills at least 1 creature regardless of its statistic. It remembers me the ability of Grim Reaper or God of Death. Why should be replaced by Death Wail? No problem for the higher price. Use your gold to recruit Wraith – God of Death!!!

*Spectral Dragon – Horror Dragon
None of the Cursing Attack nor Sorrow Strike are useful. For simple, just look at their health to see that Spectral Dragon better.
Just comment, Spectral Dragon 100% better in appearance.

----------------------------------------------------------------------

DUNGEON

Assassin – *Stalker
Shooter with only 5 shots and Range Penalty is a pity. Prefer to avoiding attack either melee, ranged, or even magical attack with being invisible. While the hero cast damaging spell as many as possible during the three rounds. It also gives chance to retreat or surrender to weak adventuring hero since the Stalker can’t be attacked.

Blood Fury – *Blood Witch
Well, it is easy to choose Blood Witch cause of its Immunity to Curse and better stats.

Minotaur Guard – *Minotaur Captain
Better to increases several stronger allies than keep the morale to itself. Also, its clear that with equal price, Minotaur Captain provides more strength.
Minotaur Captain for me.

*Grim Raider – Black Rider
It nice to see how Ride-byAttack work. At correct situation where many enemies are on the attacking way, strike the target and those enemies like knight on horse.
However, that situation won’t always happen. Also, the Rider Charge, combined with Haste, will ignoring target’s Defense and deal great damage. I’ll choose Grim Raider.

*Deep Hydra – Acidic Hydra
Acid Blood makes Acidic Hydra can attack when attacked. 25 % damage is great for 15 Attack and 9 – 12 damage. But I’ll choose Regeneration ability although it costs 100 gold higher. Deep Hydra has 125 health that makes it hard to be killed. Good to be combined with Regeneration ability that restore up to 50 health each turn. Also, once again, characteristic of creature in mythology should be kept. Regeneration feels more matched to Hydra rather than Acidic Blood.

Shadow Matriarch – *Shadow Mistress
Unlike Assassin versus Stalker, Shadow Matriarch doesn’t have Range Penalty ability, and becomes normal Shooter. Good. but still, only 4 shots.
Shadow Mistress Invisibility combined with Spellcasting ability makes it safe for three rounds and the enemy will be targeted by its spells and the hero’s spells.
For weak adventuring hero, it allows spellcasting before retreat or surrender.

Black Dragon – *Red Dragon
In H2 and H3, Black Dragon better. But now, let’s see!
Black Dragon has better stats and lower price. Furthermore, it has Immunity to All Spells. Seems like it well protected. But remember, it also immune to Rescurrection and all types of friendly spells. Better if only Immune to Fire or Earth Spell so protected from Implosion or Armageddon but can be Rescurrected.
Red Dragon, in this case, has Incinerate ability which deals great damage without fear of retaliation. And also, can be Rescurrected, increased speed by Haste, and another friendly spells. Maybe you all will disagree, but in H5, unlike in H3 and H2, Red Dragon better. I’ll waiting for any comment for this current comparison.

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FORTRESS

*Shieldguard – Stone Defender
I don’t know what Hold Ground’s effect. Anyway, by disregarding it, I’ll choose Shieldguard. Shield Wall can reduce larger number of damage rather than Prepare Position and doesn’t  have to stay or not move.

*Skirmisher – Harpooner
Pull enemy 1 tile closer is bad idea for Shooter with melee penalty. Why don’t choose Skirmisher with No Melee Penalty and Crippling Wound?

*Blackbear Rider – White Bear Rider
Paw Strike can avoid retaliation better than No Enemy Retaliation itself. Bear Roar is not as good as it. Furthermore, Blackbear Rider has Armoured ability.
Blackbear Rider better.

Berserker – *Battlerager
Berserker Rage is good for offensive strategy. But, combination between Bash, Battle Rage, and Anti Giant, much more better. Battlerager costs just 5 gold higher but has those three abilities and better stats.
Worse in appearance, but Battlerager is a better choice.

Rune Patriarch – *Rune Keeper
Immunity to Fire? What a great ability! Just cast Armageddon and Armageddon! Magic Proof 50% and Crossfire cannot defeat it. With little higher costs, Rune Keeper has also Avenging Flame ability. Rune Keeper better.

*Warlord – Thunder Thane
Flame Wave can just be activated once per battle. Better to choose Storm Strike that works everytime the creature attack and do normal damage to all enemy creatures chained. Storm Bolt is excellent combination for Storm Strike. Flamestrike is less useful compared to it.
Thunder Thane, like Rune Keeper, has Immunity to Fire. But, Warlord has Immunity to Lightning. Although it isn’t as good as Immunity to Fire, Storm Strike and Storm Bolt make Warlord better.

*Magma Dragon – Lava Dragon
Fire Breath better than Flame Breath. Also, Lava Dragon isn’t protected by Magma Shield. Their costs just have 100 gold difference. While their stats can be assumed as equal power. So, Magma Dragon better.


____________

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fanHeroes
fanHeroes

Tavern Dweller
posted July 07, 2007 06:00 AM


all the alternatives will be cheaper?

sorry, i still have a problem ,can we re-upgrade ?
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted July 07, 2007 09:05 AM

well after you upgraded your standard unit in either the existing upgrade or the new alternate version you can still transform the alternate into the normal upgrade or the other way arroud but it will cost you money. And not all the alternates will be cheaper only the price of all tier 7 units will get 1000g lower.

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dkolb
dkolb


Promising
Known Hero
Nay Nay and Aslan Protector
posted July 07, 2007 09:33 AM

I'm not one for arguing but Evil_Warrior how on earth can you say an Inquisitor is better than a Zealot?!

a Zealot is probably the best level 5 in the game!

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted July 08, 2007 07:45 AM
Edited by Evil_Warrior at 08:39, 08 Jul 2007.

@dkolb.....

Quote:
I'm not one for arguing but Evil_Warrior how on earth can you say an Inquisitor is better than a Zealot?!

a Zealot is probably the best level 5 in the game!



Well I've written the reason; Inquisitor has 2 more shots.
And I've also written that if Ammo Cart present, Zealot better.

Anyway, now I've completed the entire towns. Just review back.
I'm sure you, dkolb, will find many differences in choosing original or alternative with me.

Keep posting your disagreement!
I like to discuss about this!

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dkolb
dkolb


Promising
Known Hero
Nay Nay and Aslan Protector
posted July 08, 2007 11:49 AM

very well.

It's not so much the Zealot's stats that make him much better it is his spells.

Inquisitor has:
advanced haste (level 1 light spell)
advanced divine strength(level 1 light spell)
advanced endurance(level 2 light spell)

That isn't too bad but:

Zealot has:
expert righteous might (level 3 light spell)
advanced blind (level 4 dark spell)

Blind is a spell that can turn the entire battle upside down on your enemies. It is an extremely devastating spell to cast and it will force the enemy hero to either dispel (and thus waste a turn) or pretty much leave the creature there blinded.

And the zealot comes with 3 extra mana. It's not even a close contest between the two.

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted July 09, 2007 02:32 AM

Quote:
It is an extremely devastating spell to cast and it will force the enemy hero to either dispel (and thus waste a turn) or pretty much leave the creature there blinded.


One more option, cast Anti-Magic. Also, with 16 mana, Blind can only be casted once. While with 13 mana, Haste, can be casted 3 times.

Quote:
And the zealot comes with 3 extra mana. It's not even a close contest between the two.


The more 3 mana is not better than the more 2 shots.
And it is not quite easy to get Ammo Cart. Furthermore, Ammo Cart is very easy to be destroyed.

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