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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Academy vs. Inferno
Thread: Academy vs. Inferno This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted June 25, 2007 05:13 AM

I don't like the acadamy.  They have this whole lofty atmoshere thing going on.  They have all this power that could be used to stop all the war and demons and stuff, but they waste it levitating buildings!  Stupid *kicks tin can* Zarking *kicks* WIZARDS! *KICK!*

The Demons on the other hand put all their energy into one goal: Freedom.  Anyone that will fight and die for freedom is good in my book.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 25, 2007 09:27 AM

Quote:
They have all this power that could be used to stop all the war and demons and stuff, but they waste it levitating buildings!  Stupid *kicks tin can* Zarking *kicks* WIZARDS! *KICK!*

The Demons on the other hand put all their energy into one goal: Freedom.  Anyone that will fight and die for freedom is good in my book.

...You've got things totally wrong don't you?
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted June 25, 2007 10:43 AM

I somehow dislike both right about now.

Academy - I fail to see their destructive side. Creatures have little boosts from the hero other than artifacts in late game, and their magic specializes in light and summoning... Other than phoenix and Phantom forces not that great destructive potential. I just fail to see how they can be a dangerous force to be reckoned with.

Which by the way makes me raise this question: WHEN do you choose what magic skills your hero specializes in? BEFORE or AFTER you've built your mage guild?

For example with the wizard, most obviously you should build the library first before choosing dark or destructo magic, if the map doesn't hold much options to learn high level spells.

Another example: Once when I choose dark magic I ended up getting Blindless and Curse of the Netherworld as lvl4 and 5 dark spells.... That really BITES.

As for inferno, those familiars are great, especially if you hoard them and keep them alive untill the final battle. First move: Zapped 97 mana from Knight hero, leaving it with about 23 mana. Bye bye magic potential. But dispise ultimate gating skill, dispite gating so many troops, dispite even having 4 fricking stacks of pitlords on the map and 2 arch devils, they got totally wasted by haven - Paladins did them in, even when puppetmastered a few times. (The hero was DELEB, btw)


And ever since, I dislike both academy and Inferno Probably should play them again some time though.

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sq79
sq79


Famous Hero
posted June 25, 2007 10:54 AM

Academy's initiative in end games is really insane, knowledge 30 would be 30% increase in initiative, and to add to their higher chance of ring of speed due to artifact merchant in town.

In early games, they have motw and those splitted archmages and tanky gargoryles.

Used to hate them as well, but if played right, they are really strong, light and summoning for them, dun bother about dark or destructive, they need the bird to fight for them desperately

Inferno's main power seriously lies in their familiairs, the mana stealing is a nasty ability. Especially against haven,necro and dungeon

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted June 25, 2007 11:04 AM
Edited by Moonlith at 11:04, 25 Jun 2007.

Yeah but even when the Haven's knight was rid of magic abilities due to that mana drain, and even though Inferno ended up with 2 stacks of Archdevils and 4 Pit lords, they got wasted. And they had DELEB!

It was insane.... Inferno unit attacking Haven unit - 10 kills at the most. Haven unit attacking Inferno unit - 50-100 kills.


Academy - Hm, and here I was thinking Sylvan had the monopoly on high initiative But I can see how such high initiative for Academy can be really destructive, especially when attack is boosted as well in most units. Gremlins, Gargoyles and Golems get additional health, obviously; Genies attack and damage.

Should experiment with that. But as far as magic goes, they can still be pretty screwed if they don't get phantom forces, conjure phoenix, or resurection in mage guild. It would even seem Dark Magic would be a good choice if they get puppetmaster. Or destructive if Meteor shower. It's hard to resist!

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sq79
sq79


Famous Hero
posted June 25, 2007 11:13 AM
Edited by sq79 at 11:14, 25 Jun 2007.

There's an interesting tactic to use against haven, delay delay delay till your imps will steal all their mana !!
They can't really siege inferno town well with the paladins as main units.

Hehe if arcane armour and word of light appears, try for utopia or mage vault after that, or if there are 2 or more towns, higher chance, unless the map doesn't have it all.
Academy usually wins game with titans shooting, gargoryles blocking, gremlims with armour crushing artifact, and with the phoenix conjured, they starts to motw/resurrection

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 25, 2007 11:16 AM

Quote:
There's an interesting tactic to use against haven, delay delay delay till your imps will steal all their mana !!

Painful memories...
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Tenaka
Tenaka


Famous Hero
Makes sense
posted June 25, 2007 01:56 PM
Edited by alcibiades at 14:25, 25 Jun 2007.

Well, there's a pretty good discussion for Academy strategies here.

I usually try to pick the magic skills my faction is specialised in, if I don't have a Mage Guild before I get a chance to choose them.
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Istari
Istari


Known Hero
Truth Teller, ToH
posted June 25, 2007 03:31 PM

In a head to head match up, Academy would definately win.  Dark and Light magic means you stay protected from the Inferno Dark magic, and the Infreno has no way to protect itself from your dark magic.  Also the inferno's easy access to banish really tears up gating.  Inferno's skills and abilities are more interesting though.  So stronger= academy, more interesting= inferno.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 25, 2007 03:39 PM

Uhh it's not that simple. Inferno units tear you apart moment by moment and you try to buff and use motw combos to keep them back. If you get good dark spells, yes it's a lot easier but you may get none. Also if it drags for a while academy can get some powerful arties that can make all the difference.
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Rouge_Zombie
Rouge_Zombie

Tavern Dweller
Undead Assassin
posted June 26, 2007 04:20 AM

Inferno is offensive which i love and its funner to play with. I also like gating!
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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted June 26, 2007 04:35 AM

Quote:
Inferno is offensive which i love and its funner to play with. I also like gating!


Isn't gating a bit tedious?  First you have to wait for all the units to come in.  And then, when they finally do, they clutter the battlefield.  Inferno vs. inferno is a hell of a mess.

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sdfx
sdfx


Famous Hero
posted June 26, 2007 10:41 AM

As haven don't even bother with a knight against inferno. Simply, dig through your tavern for some ranger or even a wizard and choose him as your main. Knight are for training only in this matchup.

It's very important to always remember that there is no rule to use hero and army from the same faction.

For example, necro army can be lead by any hero and will do really fine even late game if a ranger, a knight or even a demonlord(life drain is pretty useful here ) is leading them. Necromancers can fight the map with ghost fodders only so 1 strong might hero + 1 huge army fits perfectly.
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Minion
Minion


Legendary Hero
posted June 26, 2007 11:28 AM

Why a Ranger leading Necromancers troops? They gain defence like Necromancers, their magic schools are light & destructive, and you don't have those in Necromancers guild.

No, try Warlock instead whose racial speciality Irresistible Magic is not wasted with foreign creatures and lack of special dwelling. Warlocks are the best Heroes to use outside their own faction.

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sdfx
sdfx


Famous Hero
posted June 26, 2007 11:42 AM

But still, you need only low level spells like haste for a ranger and they can be found in necromancer's guild.

Warlock is great, but not late game and he needs high level destructive spells like implo, arma or shower. He could be useful for sylvan with those new spellpower boosting druids.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted June 26, 2007 12:51 PM
Edited by Moonlith at 12:53, 26 Jun 2007.

Quote:
As haven don't even bother with a knight against inferno. Simply, dig through your tavern for some ranger or even a wizard and choose him as your main. Knight are for training only in this matchup.

It's very important to always remember that there is no rule to use hero and army from the same faction.

For example, necro army can be lead by any hero and will do really fine even late game if a ranger, a knight or even a demonlord(life drain is pretty useful here ) is leading them. Necromancers can fight the map with ghost fodders only so 1 strong might hero + 1 huge army fits perfectly.


Knight in Haven kicks serious demonlord with inferno ass.

But I had been pondering about using different heroes... What about a Knight using already powerfull Dungeon troops? Could be quite devestating if you ask me...

Warlock in Necro makes little sense, as Necropolis NEEDS massive forces only obtained through necromancy. Warlocks don't have that, and Necropolis doesn't provide destructive magic.

What about a Warlock in Academy ?

Quote:
Warlock is great, but not late game and he needs high level destructive spells like implo, arma or shower. He could be useful for sylvan with those new spellpower boosting druids.


Destructive is given in Dungeon, Sylvan and Inferno, so in all of those Warlock would proof usefull.

Knight might not be able to use his racial skill in other towns, but the Attack + Def specializing makes ANY race a might faction.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 26, 2007 01:08 PM

Quote:
As haven don't even bother with a knight against inferno. Simply, dig through your tavern for some ranger or even a wizard and choose him as your main. Knight are for training only in this matchup.


I'm sure you are aware that knights have good attack something that rangers miss, retribution and can get easily tactics to negate the demonlord's advantage. Haven is better off relying on leadership knight perks than luck and ranger perks. If you fear the imps don't let them accumulate and attack faster.
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Minion
Minion


Legendary Hero
posted June 26, 2007 01:12 PM

Dungeon troops arent that impressive. They do little damage actually. Durable, yes. They have high HP. So a Wizard leading them might be ok...  A Knight leading any troops will be good from the might perspective, but some set of creatures just don't work well purely might IMO.

A Demonlord leading Dungeon is fun. Hellfre works almost better here than with original Inferno troops! Use splitted singe Furies... its nice when 1 Fury does nearly 100 damage. And because of their initiative you are GUARANTEED to have hits. And Destructive can be found on Warlocks tower and its one of Demonlords preferred schools.

A Warlock in Academy is something i haven't tried, but warlock can be used by anyone. They are the best Heroes without troops, so therefore any castle will do.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 26, 2007 01:24 PM

As long as you get destructive spells...Academy gives no guarantee for that and when a dungeon warlock comes knocking with implosion and meteor shower you'd rather have used a wizard.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted June 26, 2007 01:55 PM
Edited by Moonlith at 14:00, 26 Jun 2007.

Actually any hero could lead Academy.

Acamedy troops aint weaker than other troops, it's just that the wizard barely gets any defence or attack stats to help them. Artificer for that matter is no more than a way to compensate that, and since any other hero has at least either attack or defence, it makes up for the lack of artificer. On top of that, they can exploit Academy's library.

Definately worth testing.

Wizard in any other faction will result in a terrible army that gets slaughtered within the blink of an eye.

Warlock in Sylvan could be dangerous as they provide Destructive magic AND have more solid tanks there. Less weekly HP-growth than hydras, but much higher defence, especially when rooted. And on top of that, the + 1 Treeant growth building, which ups the weekly HP growth above the hydras, Good option there I'd think.

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