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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Alternatives comparison
Thread: Alternatives comparison This thread is 24 pages long: 1 10 ... 13 14 15 16 17 ... 20 24 · «PREV / NEXT»
The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted December 07, 2007 04:12 PM

Quote:
I'm a bit late...Hmmm...I can't read 14 pg...could you guys give me a clue about the recent subject plss?


Well sure.  That's what we're here for.

The previous 14 pages can be boiled down into one sentence, just for your convenience.

They say that V3Z0W is a lazy nub who can't be bothered to do any heavy lifting for himself.

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted December 27, 2007 10:35 AM
Edited by Seraphim at 10:37, 27 Dec 2007.

Hmm for the banshee-wraith comparison,well you need to use your tactic,if morale based or curse based,than we can find the better upgrade.As for the worst level 6, I can say that the wight or wraith is the weakest.
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"Science is not fun without cyanide"

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guarder
guarder


Supreme Hero
posted December 27, 2007 10:49 AM

I find them as rather one of the best tier 6 monsters. Wraith has harm thouch and banshee have death wail. Wraith have 2588 in power, while bansee have 2449. Wraith is only beated by Shadow mistress and Pao-Kai. In one vs one, wratih can beat every creature, expect phoenix, due to the resseruction ability, and vs. pitlord, it is due to who that get the first strike. if you are surrendered by enemy creature, banshee are a good choice. With death wail, that works like this:This creature can deal damage on all living enemy stacks within the range of 3 tiles from it. The damage amount depends on the particular enemy's Morale and its distance from the creature (activated ability).
Base damage is equal to (10-Target_Morale)*Nb_Banshee, where Nb_Banshee is the number of Banshees in the attacking stack. Targets adjacent to the Banshee suffer their base damage, while targets one tile further suffer half of it, and targets 2 tiles further only 25% of it.
For example, with a stack of 8 Banshees, an adjacent target with Morale 2 will suffer 8*(10-2)=64 damage. A target 2 tiles further with Morale -1 will suffer 8*(10+1)/4=22 damage, you attack every creature around you with no retalation. You may think that this also count for rakshasa ksathra, but they only attack six squares and they get retialate by the main creature attacked
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted December 27, 2007 11:33 AM

Death Wail looks good on paper but IMO Harm Touch is much better.

Sometimes it's good to combine stacks of different upgrades like skeleton warriors and archers. Archers for range attack and warriors for a better defensive formation.

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guarder
guarder


Supreme Hero
posted December 27, 2007 11:46 AM

In big battles with +100 wraiths, harm touch is not much useful. if you manage to get wraiths in 2 or 3 week, you could clear pretty fast. but if this happend:
x=enemy
n=banshee/wraith

x xxx
nxx
xx
xx

death wail is better than harm thouch
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 27, 2007 01:09 PM
Edited by Elvin at 13:10, 27 Dec 2007.

In a big battle you'd rather attack with full strength instead of dealing pathetic damage with area effect. The less chances you get to deal a good hit on an enemy key unit the closer you are to defeat.

It CAN be useful but will usually not. Not to mention that by endgame the opponent will have like 7 morale..
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Veteranewbie
Veteranewbie


Adventuring Hero
posted December 27, 2007 02:25 PM
Edited by Veteranewbie at 14:29, 27 Dec 2007.

Quote:
Inferno:

vermin: Siphon mana is sometime better than mana stealer. mana stealer only works one time, but Siphon mana works every time, but is an activated ability. While vermin last a littler linger, it's attack can be better than familiars, but also a little weaker.

Horned grunt: It dies very fast, 1 def! But to balance it, it have leap. A great ability to deal damage to the enemy far away. It lose explosion, but it is worth it.

Firehound: a hard desiscion. A good ability against stats. The firehound have higher defense so it survives longer. If you have grawl with a high level, and teleport assault+master of speed and a little luck you get this:
Enemy=X
Firehound=F

X
X
FXX
X
X

Succubus seducer:
The secucer trades one initiative against two hp from the mistress. It also trades Chain shot with seduction and immune to puppet master. Nat a bad deal i must say.

Nightmare: It survives longer, but it's attack is weaker also it don't have searing aura, but it have frightful aura, place it between enemies stack(preferable a good fighter and a shooter) and both loses three morale. If the enemy is a necromancer, take hell stallion, but if the enemy doesen't have leadership and not any morale boosts-3 to morale is great.

Pit lord: This have vorpal axe and is a caster.What is better? a caster with endless mana as long as the enemy hero have(vermins) or a level one killer that is 50% resistance to magic?

Arch devil: the summon pit lord is great when you have vermins. Arch demons can be good with master of speed and speed boosting artifacts and tactics. Ex summon enemy archer to you and let your slow troops take care of it, while your archdemons kill the others



In my opinion

Familiar/Vermin:
It really depends. If you enjoy using Fiend/Lord, go Vermin. Otherwise imo Familiars are better in dealing damages (and creeping, due to their small damage range) and most importantly, derive enemy hero of their mana (Demon Lord doesn't really need mana unless you're caught by an enemy hero while creeping)
Personally, I choose Familiar

Overseer/Leaper:
OK I have to say both are terrible terrible units.
Overseer's can take a few hits (and not a few too many) but are too slow to do anything good, and their ability is the worst one can give to such a unit - explosion is not an impressive damage dealer, can only be used once, and how likely you're ever be able to use them?
Leaper will see more action but Leap is a double-edged sword - you gain attack but you're more vulnerable to retaliation (double retaliation, coupled with the pathetic 1 defence rating = dead rabbit), and Leaper damage is not nice anyway so the benefit of Leap is minimum. Perhaps the only good happening is when you have a mixed battlefield i.e. everythg is in the middle, and somethg has already taken the retaliation for you.
Personally I say whatever.

Cerberus/Firehound:
Easy: Firehound can overcome enemy archers protection with their fire-breath (and firebreath in 3 directions!). Although cerberus has 1 better min and max damage, firehounds has 1 better defence (I say it's quite redundant as they die fast anyway). You'll be surprised to find how often creatures are placed in 6 tiles
Firehound

Succubus Mistress/ Seducer:
Difficult choice. Their usefulness really depends on your luck. Mistress multiplies the effects of hellfire while seducers are excellent creepers, also seduce is quite practical in big battle.
Personally I choose Seducer

Nightmare/ Hell Stallion:
Another difficult choice. Nightmare has 1 more initiative but Hell Stallion has more damages. Secondly, their aura - Hell Stallion has a damaging aura while Nightmare has morale-decreasing aura (does fear aura reduce initiatve of enemy? I'm not sure)
Personally I prefer Hell Stallion for their damages. A good enemy is a dead one not a demoralized one.

Pit Lord/ Spawn:
Depends on your choice of Vermine/ Familiar. But imo the Pit Lord casting ability doesn't complement the beast itself. The Pit Fiend/Lord/Spawn are tough melee units with awesome hp, damages and defences; their stats rival those of Rhakshasa and Wraith to be an awesome melee unit. Vorpal Blade and Blade of Slaughter are two abilities with opposite traits - Vorpal Blade is good on on high level units and small battles, while Blade of Slaughter is best used on low level units and large battles. But with Pit Lord initiative and speed, I think Vorpal Blade will come in handy only when enemy reaches your line. Pit Spawn as a full tailored melee unit, will help Blade of Slaughter to see more combat.  
Personally I enjoy Pit Spawns more, but also because I tend to use Familiars.    

Arch Devil/Demon:
Personally I never seem to be able to use Summon Others effectively. Arch Demon as a level7 unit, you will want them to wreck as much havoc as possible on the enemy and definitely not wanting to waste a turn of damages on summoning others (unless they're severely out-powered or will be dead by retaliation). Also Arch Demon don't travel far - you'll first need to get AD into mid-field when the shooters are within your movement range before teleport others really work (and I'm uncertain whether one move is enough to get them within range) before you can summon - the enemy shooters will have already taken two shots. Therefore I find little practicality of this ability (despite Arch Demon are better melee units). Summon Pit Lords are more useful as Inferno units can't take much beatings before they die - so leaving you a corpose to summon Pit Lords.
Personally I say Arch Devil

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pinkspear
pinkspear


Known Hero
Crazy like a fool
posted December 27, 2007 02:57 PM

Your insight is very good, I completely agree with you, however I advice not to bother about the vermin/pit lord combo, since this method is slow, and the pit lords casting power is pathetic.

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guarder
guarder


Supreme Hero
posted December 27, 2007 04:05 PM

Pit Spawn is a good damage dealer, but the blade of slaughter is weak against tier 7 enemies. It is 110 archangels to kill one extra archangel, but one archangel does not count so much in these numbers
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted December 27, 2007 04:15 PM

you will rarely see even two-digit numbers of level7 units in a mp game, so worrying about three-digit numbers is a bit out of reality

Pit spawns are great against ingvar+defenders and wind dancers with def bonus after crossing 8 fields, and all other low level creatures with defense boosted to oblivion by spells, specialists and abilities. Those units are generally a much bigger pain than level 7s, and pitspawns are excellent against them.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted December 27, 2007 04:21 PM

Quote:
In big battles with +100 wraiths


To get more than 100 wraiths you must have several necropolis, focus on raising wights and wraiths only or you must play for a very long time!!!

With just one necropolis you'd need 100/2/2= 25 weeks to get 100 wraiths. That's more than 6 months. Agreed you can raise some more but given the cost in dark energy you're not going to raise so many of them.

With two towns that's at least 3 months. Unless of course you get (many) extra tier 6 creatures and convert them.

No offense but I'd never play the same map for more than 6 months. That sounds very boring...

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guarder
guarder


Supreme Hero
posted December 27, 2007 05:35 PM
Edited by guarder at 12:00, 29 Dec 2007.

About the pit spawn. that was exactly what i meant. Their speciality is bad against level 7 monsters.

I did that with a friend. Well, the main goal was to make a big army and kill the other big army(HoF). i think i had 119 titans, 150 rakshasas and it was in july so i don't remember it anymore
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knight-champ
knight-champ


Hired Hero
master of knights
posted January 13, 2008 10:52 AM

for the paladin vs champion,paladins are more useful at beginning,in the late of the game champions are more useful,but paladins can still be good against warlocks,necromancer...some other dark magic casters,but for fighting other heroes is better to use champion.
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knight-master

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 13, 2008 11:11 AM

Quote:
warlocks,necromancer...some other dark magic casters


You meant Demon Lord not Warlock, didn't you?

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knight-champ
knight-champ


Hired Hero
master of knights
posted January 13, 2008 11:25 AM

warlocks are good at casting dark magic too.
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knight-master

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 13, 2008 11:42 AM

Wherever did you get that? 2% chance to get them and no dark spells in guild. Otherwise anyone can use dark so I don't see the point.
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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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xerox
xerox


Promising
Undefeatable Hero
posted January 13, 2008 11:52 AM

My reveiw of Sylvan.

Sprites VS Dryads
Dryads are useless in early game and Sprites are great for creeping. When you get treants the Symbosis ability is nice but you can only do it once per battle and Sprites have cleansing against necro.
= Sprites wins. Its the most usefull creture overall and excellent at creeping.

Wind Dancers VS War Dancers
War Dancers have a very nice ability but they die before they can reach the groupes of enemies, and if they do then they die on the retailationen. Wind Dancers have can have an enourmosu amount of defense with Agility and they deal good damage for a tier 2.
= Wínd Dancers win because they deal good damage and will survive through the fight.

Master Hunters VS Arcane Archers
Master Hunters have a 100% chance to stun (?) and double shot. Arcane Archers have a chance to ignore armor, stun and decrease defense + they always deal good damage.
The stun 100% is very good.
= Tie. Arcane Archers have many good specials but i feel that the 100% stun is very, very good and effective.

Elder Druid VS Archdruid (dont remeber the name...)
The Elder Druid has very good spells and can sacrifice there mana early when the ranger doesnt have much mana.
The Archdruid spells is not good but they can give the ranger spellpower. Since the Ranger is not a mage it isnt as effictive as the Elder Druids powerful spells and extra mana in early game.
= Elder Druids wins.

Silver Unicorns VS Pristine Unicorns
Silver Unicorns have a nice aura but Pristine Unicorns can deal very high damage with there special ability.
= Tie. SIlver Unicorns if you play against many caster heroes and Pristine Unicorns otherwise because of there excellent ability, which is both good without and with light magic.

Savage Treant VS Ancient Treant
Savage Treant can deal good damage and can get good initaive and attack often while Ancients are mega-tanks and great for proteckting your shooters.
= Ancient Treant because they are excellent tanks and Sylvan already deals great damage without Savage Treants.

Emerald Dragon VS Crystal Dragon
I have not played very much ToTe due diffrent reasons so i have never used Crystal Dragons, but if they have as great iniative as the Emerald Dragons then they win.

= I think the normal upgrades are better together.

Academy reweiv coming soon.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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knight-champ
knight-champ


Hired Hero
master of knights
posted January 13, 2008 12:01 PM

Quote:
Wherever did you get that? 2% chance to get them and no dark spells in guild. Otherwise anyone can use dark so I don't see the point.




but they have a good chance of getting dark magic.
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knight-master

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 13, 2008 12:03 PM

Quote:
Dryads are useless in early game and Sprites are great for creeping.


Why?


Quote:
Sprites have cleansing against necro.


It's not reliable, check the spell mastery and sprite's creature level, it will most likely not work against high level necromancer using puppet master.

Quote:
Sprites wins. Its the most usefull creture overall and excellent at creeping.


Yeah, tell that to those "lots of arcane archers". Excellent at creeping, yeah, maybe peasant creeping.

Quote:
Master Hunters have a 100% chance to stun (?)


Nope. It works quite rarely, don't remember the formula but with low HP of Mhunters you can't expect it to work often. Besides, it's like -10% at atb or something, nothing to die for.

Quote:
The stun 100% is very good.


too bad it doesn't exist.

Quote:
Tie. Arcane Archers have many good specials but i feel that the 100% stun is very, very good and effective.


See above. Arcane archers eat master hunters alive, unless you get the unicorn horn bow.

Quote:
Ancient Treant because they are excellent tanks and Sylvan already deals great damage without Savage Treants.


Who needs tanks when you kill your enemy in your first turn..

Quote:
I have not played very much ToTe due diffrent reasons so i have never used Crystal Dragons, but if they have as great iniative as the Emerald Dragons then they win.


They are like two times better, bro. Just get sufficient luck and devastate like half of enemy army at your first strike.

Quote:
= I think the normal upgrades are better together.


Too bad the facts state the opposite

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted January 13, 2008 12:12 PM

i can make reviv for necro .

TIER 1.
I'd suggest using skeleton warriors no matter the situation since archers do pathedic damage regardless of their numbers(to make them usefull you need +5k of them)

TIER 2.
Rot zombie's,plague's offer little in comparrison and rot's special ability is usefull for slow unit.

TIER 3.
To be honest,I have never got to use spectre's mana ability,and they have worse stats than poltergeist,while poltergeist's stealing ability may not be much it's good stat's and incorporealness make's it really good unit.

TIER 4.
Vampire count's torpor is superior to what lord has,only problem is that you can't select when count hit's the ability so it's usefull with soldier's luck,count's also have superior stat's.

TIER 5.
Lich Lord vs archlich...joke right?death cloud suck's bad and lich lord's can resurrcet their allies (taking that all your unit's are undead).

TIER 6.
Wraith the reaper vs Banshee the toilet paper.seriourly...banshee has worse stat's (exept hp) and it's special ain't good UNLESS...you going  vs Haven.

TIER 7.
Ghost vs Spe...waitwaitwait!!!why bother get that dwelling at all?it cost's so much...i would stick with bone dragon's but if anyone ever get's spectral dwelling,id say spectral dragons,while ghost has more damage it has less everything else,and spectral's special's are better too.

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