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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»
ChaosDragon
ChaosDragon


Famous Hero
posted June 28, 2007 06:44 PM

academy vs inferno? ofc academy win, inferno won't stand a chance againts those who wield both the power of dark and light magic. Especially puppet master, frenzy, blind, mass light or mass dark thing.

Inferno has stronger power, but academy magics are hard to counter.

Vote for academy

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ZodkayCudimraZ
ZodkayCudimraZ


Adventuring Hero
We are Gilraenites
posted June 28, 2007 06:55 PM

Definitely Academy. Perhaps I haven't been playing with Inferno the right way but everytime I played with them I noticed that my opponents were easily and most of all very quickly overpowering me. I blame it on the meagerly distributed health points all of the creatures have. Academy doesn't have this problem, although I still recommend playing with the Fortress because they are simply superior when it comes to health points and abilities (both creature and hero). Also, I like Academy better because it is much more diverse and colourful. All that red tends to get very, very very boring. I do have to hand it to Deleb though. She is amazing. Sadly her army doesn't support her as well as the other Factions' do.
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Plexus22
Plexus22


Known Hero
posted June 29, 2007 05:19 AM

Quote:
They don't appear that often, not even one of them. And the arties are refreshed per month which is a long time.


Exactly....even with artifact merchant, Academy doesnt have much more chance of getting one of those arties than the opponent.

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rayquest
rayquest


Hired Hero
uuugggggghhhh....
posted June 29, 2007 06:01 PM

Inferno rox!

I personnaly think that the Inferno is much better than the academy because the Inferno has extremely powerful monsters in its arsenal. Its not just their attack and damage range but also gating and all of their totally awesome abilities. Like the familiars. With a few hundred familiars, you can render the powerful wizards helpless without their magic and then the demon lord gets all of that manna. Even the demons, cause when they're surrounded they just blow up everyone around them. There are numerous other unique abilities that the inferno has that make it the most powerful (at least over the Academy and anyone else in my opinion) faction in the game.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 29, 2007 06:03 PM

Quote:
With a few hundred familiars, you can render the powerful wizards helpless without their magic and then the demon lord gets all of that manna. Even the demons, cause when they're surrounded they just blow up everyone around them.

LOL!
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ChaosDragon
ChaosDragon


Famous Hero
posted June 29, 2007 11:32 PM

@rayquest: yeah, overall inferno offensive power is maybe the most damaging, but dark magic totally own inferno.

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sdfx
sdfx


Famous Hero
posted July 01, 2007 11:00 PM

I don't know if is there is even one point in the game, when inferno is stronger than academy.. Even if inferno had ridiculous amount of time to get ridiculous amount of familiars that would be able to suck all ridiculous wizard's mana the ridiculous artificer would come into play and would allow titans/gremlins to shot first and cripple familiars before they gate.

Academy has serious adventage over inferno throughout the whole game - they even have more powerful machinist once he gets flaming arrows.
dark + MotW > no light magic inferno
artificer initiative,speed,luck > no defense inferno
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nebdar
nebdar


Promising
Supreme Hero
Generation N
posted July 01, 2007 11:49 PM

Academy Rulez
I played all factions and in my expirience Inferno vs. Academy the Wizards will stand victorious The main power is Artificier Ability, those small arties change the profile of the single stack and the whole army to player desire and strategy. Of Course the power of the ability comes from Knowledge thas why my main hero wizard has always Enlighment (Adds by the way some skill points to Att & Def), and luck(Resourcefulnes & Spoils of War)and depending on the opponets i boost my units:
Gremlins: Init, Health, MagicResistance or ArmourCrush, Attack
Gargoyles:Init, Speed,
Golems: Init, Speed(+3 if you have 25 knowledge, +2 MarchOfGolems)
Mages:Init, Health, MagicResistance
Djinns:Init, Health, MagicResistance
Raaksha:Init, Speed,MagicResistance
Titans:Init,MagicResistance, Morale or Attack
My strategy is to totaly protect from Destructive Magic, counter Dark with Light Magic skill, Djiins are almost the first target that enemy choose so i always put MotW on them to Ensure that they will have proper Ressurecting aid (In some casaes 1000 HP healing power from Consume Ability, but i never had to used it) If only give the time to Wizard to get stronger in knowledge and resources it will get with every week more overpowered and unstoopable

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 01, 2007 11:54 PM
Edited by Doomforge at 23:55, 01 Jul 2007.

sdfx: that is unfortunately true, and Deleb is more than a must to get a decent chance of winning. Although havez may simply control her ballista with the easily obtained perk, so she has to get tent&cart aswell. That still leaves 33% possibility of autoloss!

In general, Inferno player has to strike before the academy player gets serious dark magic and artificer.. which means the game can not last longer then a month, I fear.

Arch demon's "summon other" may be an interesting option: dragging those gremlins and mages to the other side of the combat grid and ganging up upon them.. hmm.. Still, a MOTWed implosion, MOTWed blindness, mass suffering and such is a major pain, and a simple marblegarg+phoenix cape+fireball+nathir rush in Tote may prove absolutely uncounterable and fatal, since it needs just one random thing, the cape (nathir is granted the fireball spell, and marbles are simply waiting for you to recruit them..)..

for endgame, Motwed deepfreeze+evercold icicle+marblegargs may be a very powerful combination. The infinite mana may also be a decisive factor here.. warlock can do more damage and negates part of the resistance, but he can't go on imploding things forever.. Wizard, on the other hand, may set mass endurance or mass suffering, then go for spellcasting, with much stronger troops due to artificer and cleansing from archmages.. duh..

anyways, do it fast or lose. Or play haven.

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Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted July 02, 2007 01:02 AM

Inferno vs Academy

=

Build, expand fast.. collect shackles and attack when they are not ready.

You must always attack before they are able to fully use artificer.

Otherwise, you lose.

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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted July 02, 2007 03:55 AM

Quote:
Inferno vs Academy

=

Build, expand fast.. collect shackles and attack when they are not ready.

You must always attack before they are able to fully use artificer.

Otherwise, you lose.


So play them on heritage of deleb!!

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sdfx
sdfx


Famous Hero
posted July 02, 2007 11:42 AM

But academy is stronger than inferno early too and magic guild lvl 4 is the 1st thing they build. So with spells, knowledge and spellpower they will probably own inferno easily, early game or not. Wizards will get dark(+stupid seal of darkness perk) and summoning magic(+stupid banish perk) and enlightenment(+stupid intelligence perk)

The only good news is that they won't get log easily but then again a demonlord won't get enlightenment easily..
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Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted July 03, 2007 12:33 AM

Academy is only stronger than Inferno early on if they are prepared for your attack.  On a smaller map, if you have decided that you'll build up to level 4 all upgraded, and rush the academy IF you can catch them without a full troop roster, or with a low treasury due to building you can win.  Its a tough fight and 99% of the time inferno will lose.  Deleb of course can win the rush, as can some of the others if you really really oush it AND catch the academy main, shackle him, and he is not ready for a combat.

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Minion
Minion


Legendary Hero
posted July 03, 2007 09:16 AM
Edited by Minion at 09:36, 03 Jul 2007.

Academy suits well in any 1 vs 1 skirmish. Thats because Wizards skills are mostly focused on countering something, and are useful only when you know who the enemy is. Counterspell, Suppress light, Seal of Darkness, Remote Control, Banish etc. are good against certain enemies, but worthless against others. Add there that when the game gets long, Academy can use mini-artifacts to modify its army to be resistant, fast, more lucky or whatever is needed most.

So yes, against Inferno alone, I would put Academy as a favorite. Academy can plan a counter-Inferno strategy.

Inferno will simply need to play its strengths, and try to dominate the map with Logistics. Harass the Academy mines. They need them. Also an early Hellfire fight can be victorious to Inferno, so being aggressive can pay out..

Pit Lords won't do anything early, but with Teleport Assault they can later take down Titans, if Academy goes for them. More important would be Nightmares and Cerberi, to charge immediately. Those Steel Golems can be a PAIN. MotD is well placed there, if they are in numbers... but on which turn to put it, there's the problem.


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sdfx
sdfx


Famous Hero
posted July 03, 2007 12:42 PM

Inferno can win, if summoning magic(fire warriors)is offered early.
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Minion
Minion


Legendary Hero
posted July 03, 2007 01:07 PM
Edited by Minion at 13:14, 03 Jul 2007.

Quote:
Inferno can win, if summoning magic(fire warriors)is offered early.


Why? Do you have some strategy/hero build for it?

Because I as a Wizard will most likely be taking Banish against Inferno anyways, and the amount of Fire Elementals Demonlord summons is hardly gamebraking... What will some 8 Fire Elementals help?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 03, 2007 01:43 PM

Way too few and not fast enough either. You can invest in better skills.
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Sanyu
Sanyu


Known Hero
posted July 03, 2007 02:45 PM

Quote:
Inferno can win, if summoning magic(fire warriors)is offered early.


Yeah, could do with a few strong shooters early game...

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sq79
sq79


Famous Hero
posted July 03, 2007 02:58 PM

Actually inferno with tactics, battle frenzy plus bloody claw can make a really good game out of it. Or most of the time, win it. Tactics on cerebus, and nightmares taking care of dijin sultans will win the game for inferno

If game is 2-3 towns, or even one, 2nd level guild gives cleansing, and learn light/master of blessings, mass cleansing is done when academy does dark magic, they can stand a chance as well...
The key is no gating with inferno, since academy troops can't do much damage as well..

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sdfx
sdfx


Famous Hero
posted July 03, 2007 06:33 PM

In a rush situation summoning can be the key. Fire warriors number is increased by 40% and master of conjuration gives a 4 spellpower boost so there will be at least 14((starting 1+4)*2*1.4) elementals. Also, summoning magic may mean getting phantom forces..
Banish won't make inferno happy for sure, but still, using banish = not casting a powerful spell.

Gating is meant to own castles that do low damage. So, IMO Gating should be abused vs academy - just don't gate everything at the same time. Make opponent choose: cast a spell or use banish.
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