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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Alternatives comparison
Thread: Alternatives comparison This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted June 24, 2009 03:36 PM

Quote:
having even Light Magic (let alone Expert level and the teleportation spell)


you always got a chance with teleport assault

and if you have super initiative for yer warlock(Empathy+expert sorcery+ i think there was a artifact that boosted initiative of the hero)you can get the hydras in an they can immediately do some damage with six headed attack then teleport them back and have virtually no losses

oh and i got a question, if you got expert leadership what are the mino taskmasters good for?
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 24, 2009 04:07 PM

If Lucky, IF.

Most likely you will not have it.

And even with Leadership, Taskmasters are more favourable, as their at least last a bit longer than Guards. (though they still DIE easily)
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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted June 24, 2009 04:26 PM

when your a lucky dwarf IF turns to 100% chance to happen


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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 24, 2009 04:39 PM

Well, when it comes to Choosing Taskmasters or Guards, Even with Leadership, Taskmasters are better.

Aura of Bravery gives EVERYONE adjescent to the Minos the Bravery Ability; and Bravery is not just Morale +1 - it is Minimum Morale = +1, it is ALWAYS POSITIVE! This is a huge difference, especially if/when an enemy Necromancer manages to destroy you Morale with Sorrow! You will still have that +1 Morale.

However, ability-wise There's little Difference.

The taskmasters' main assets are his higher defence and Initiative. Not only does it have a whopping 4 Def EXTRA (and that is HUGE for Dungeon - remember how low the Warlock's defence actually is), they WILL act more often!

Minotaurs are NOT an offencive attack force! Their main fucntion is blocking and retaliation absorbing (iow: a Tank). The Defence of the Guards is PATHETIC, and they will most likely fall even before they can utilize their second attack. Taskmasters can at least do a bit more damage with ONE attack, can attack more often, and will last longer. The Aura of Bravery is just another sweet bonus to an already superior unit.

Leadership (as well as Luck) only make this choice a bit harder - You're STILL better off with Taskmasters in most cases (one notable exception would be Kythra, who boosts the much-needed Attack and Defence of the Minos, making Guards slightly more favourable.)

Choose according to how you would use them, and Sturdy Tank/Blocker is by far the best choice over the Offencive yet Sluggish Marauder.


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lumpor
lumpor


Adventuring Hero
posted June 24, 2009 06:43 PM

I don't know. Just that I love lizard bite. And even if it's rare, actually getting off a double lizard bite is so awesome. The retaliation thing between the double attacks can be neglected if you're lethos, since he gets dark magic and therefore most likely master of mind meaning he can use mass confusion

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 24, 2009 07:05 PM

Lizard bite is better if used with Furies, rather than Guards. Trust me on that

In short Multiplayer games, you simply don't bother with Minotaurs altogether.
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lumpor
lumpor


Adventuring Hero
posted June 24, 2009 08:01 PM

Yes I know that it's better with furies. But furies + guards is even better
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 25, 2009 01:41 PM

Agreed, but I'd rather spend my rescources on the Hydra Dwelling, than on the Minotaur one

Guards imply that you not only buy the Mino Dwelling, but also UPGRADE it. This altogether costs you 3700 Gold, 20 ore, 5 Wood and 5 Sulphur.

Frankly the Ore Cost is HUGE (as much as the Hydra Dwelling, it's upgrade AND the Dragon Dwelling cost in Ore), and Dungeon already has heavy Sulphur dependancies as it is, and that 5 Sulphur is best spent elsewhere.

If you have the time and rescources (a Large, Rich Map) you can do so, yes, but overall, it's simply not worth the cost. Furies or Stalkers on their own + Destructive is cheaper and more effective.

But let's not derail this thread further.
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted June 28, 2009 03:58 PM

Quote:
And we cant cast non - area based spells on them  like Arrow, Implosion etc. Only area based spell will heal them or mirrored single-spells. Its also nice to send them into Firewall


But you can put Mark of the Wizard on them and all destro spells you cast will be dublicated on them (as will most other spells if possible, but that's beside the point).
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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted June 28, 2009 04:52 PM

Quote:
Quote:
And we cant cast non - area based spells on them  like Arrow, Implosion etc. Only area based spell will heal them or mirrored single-spells. Its also nice to send them into Firewall


But you can put Mark of the Wizard on them and all destro spells you cast will be dublicated on them (as will most other spells if possible, but that's beside the point).


Understand your point, that is a nifty way to resurrect magnetic golems (I hope we are on the same topic here).  However, I would preferably cast mark of the wizard to deal damage to enemy troops.  Wizards have abysmal defence, their magic superiority is to ensure that for the most part, enemy troops cannot touch (or torch) them.
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The queer part of the Carcity/Broadstrong/Zamfir[
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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted June 29, 2009 01:47 AM

i find the goblin wichdoctor is a waste , i never was able to pull off defile magic and i was always pissed when nothing happened with my snares the only thing it ever did for me is lower my goblins initiative
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 29, 2009 01:57 AM

You need high amounts to make them work and it is harder if the enemy hero has high level. But if you keep defiling it will mess at least some of the opponent's spells. Be that halved spellpower, doubled casting mana, delaying the turn or the rarer case - totally blocking an enemy's spell. It might happen only once but it can give you the game.
If you have over 250 they are worth the gamble, of course keep in mind that should they fail the harmful spells hit them too.

Trappers have a pretty good chance for their snares to work. More reliable in what they do at the cost of damage and speed.
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Clay_Man
Clay_Man


Known Hero
TOH gamer
posted June 29, 2009 09:26 AM

What H5 taught me is that witchdoctors never work if you have hundreds of them. You have to get them to 40-50, then you can be sure they will affect the spell somehow

Seriously, one in my last games 67 gobbos affected 4!! consecutive enemy spellcasts (with various effects). When I had 300+ ofc they did nothing.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 29, 2009 02:33 PM

Trappers give more mana? Where did you get that?

And let's stop derailing this thread please, you may want to check an academy thread for that.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 29, 2009 05:25 PM
Edited by Elvin at 18:18, 30 Jun 2009.

Thread: Alternatives comparison

Nuff said. Thread cleaned from offtopic.
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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted June 30, 2009 04:16 PM

Quote:
Trappers give more mana? Where did you get that?

And let's stop derailing this thread please, you may want to check an academy thread for that.


From the fan manual v3.1:

Sacrifice Goblin

This creature can sacrifice neighboring Goblins to gain mana and increase its Attack, Defense and Morale by 1 point until the end of combat for every oblation (the total bonus is limited to 5 points). The amount of gained mana is equal to twice the hit points of the sacrificed goblin. Activated ability.

One (preferably uninjured) Goblin is sacrificed from the targeted adjacent stack. The creature's Mana can exceed its maximum.» Creatures: Sky Daughter, Earth Daughter.

There it is stated.  I recall playtesting it once and also getting that, so trappers indeed provide more mana by virtue of higher HP.
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The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
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odium
odium


Known Hero
posted October 19, 2009 08:58 PM

Hi everyone, I did not know where to post it so I thought this is the best place. While looking on the manual i've noticed that the definition of acid breath is: "This creature attacks all the targets within the random radius of the selected direction.
This ability is the same as Prismatic Breath — p.179". I had the impression that acid breath is a variant fire breath that deals acid damage instead of fire damage. Is there a typo in the manual or am I wrong?

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 19, 2009 10:50 PM

It works the same way black dragon fire breath does; hits the target positioned behind it as well.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted October 20, 2009 06:40 AM

Blizzard is right.
Manual 3.1 partly corrects the error "This creature attacks all the targets within the random radius of the selected direction.
This ability is the same as Fire Breath — p.172".
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odium
odium


Known Hero
posted October 20, 2009 05:16 PM

Quote:
Blizzard is right.
Manual 3.1 partly corrects the error



From where can I get the 3.1 version of the manual? On the HC website there is only the 3.0 version.

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