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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Top 2 of each town.
Thread: Top 2 of each town. This thread is 3 pages long: 1 2 3 · «PREV
Adon
Adon


Known Hero
posted November 20, 2007 02:41 AM

I've really enjoyed Haggash (the Centaur master).

She starts with lots of them, attack and the +50-100 rage at start of combat perk.  Also you can get archery/flaming arrows which is major help with creeping straight away.

And not only do the centaurs gain the customary +attack/defense per levels, they also gain major initiative with a few levels so by the time you get to the mid teens and higher they almost always go first. You can split them into two and nail those annoying high initiative stacks before they have a chance to strike.

Creature masters are usually best when they involve low tier creatures because of their high numbers in my opinion.


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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted November 20, 2007 11:34 AM

Quote:
I've really enjoyed Haggash (the Centaur master).

She starts with lots of them, attack and the +50-100 rage at start of combat perk.  Also you can get archery/flaming arrows which is major help with creeping straight away.

And not only do the centaurs gain the customary +attack/defense per levels, they also gain major initiative with a few levels so by the time you get to the mid teens and higher they almost always go first. You can split them into two and nail those annoying high initiative stacks before they have a chance to strike.

Creature masters are usually best when they involve low tier creatures because of their high numbers in my opinion.


Good points although I'd rather have Kragh with powerful blow on the centaurs but that's just me.

The problem is that this type of hero depends on a certain type of creatures, if your stack of centaurs gets crushed because of a really harsh fight (high tier creatures or a lucky spell for instance) you are done. Centaurs are the only shooters and they tend to be targeted by every enemy stack in the game. Since they are large creatures they are really hard to protect as well.

Still it's true that Haggash boosts their initiative (which is an awesome perk provided you have as many centaurs as possible). I would take War Machines and First Aid with her because you really should avoid losing  any centaur in your army.

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vinetu80
vinetu80


Adventuring Hero
posted November 20, 2007 02:05 PM

Quote:


Dungeon needs as much in the way of hit points as possible.  Minos fit the bill perfectly.  You say the structure isn't worth being built until after everything else is?  What should replace it then first week?  The mage guild?  I'm sorry.  I try to get a lot of mileage out of Eldritch Arrow.  Plus, she's perfect in that she starts with Ice Bolt.  I won't need my mage guild for awhile.


Well, I agree that they need their HPs. But on the other hand, playing Heroic difficulty, AND needing to upgrade both furies and Stalkers for effective creeping (well, and at least first level of magic guild) your wood and ore are rather depleted. Function of a Blacksmith (requirement for Minos) for early Dungeon: none. 10 woods and 5 ore (or the other way around, wouldn't know, as they are seldom part of my strategies) are excessive, and that's only for the cra**y non upgraded minos. That said, we shouldn't forget that there are raiders, week 2, knocking on our door... And they CANNOT be foregone. So our wood/ore supplies are running thin...

Quote:


Kythra's Leadership addresses a few more things.  There will be sometimes (read: half) when the second hero in your tavern will be one of those goody goodies.  Leadership will help deal with bad morale while you offer these things up as sacrificial lambs.  Diplo will give you an opportunity to bolster your troops.  And if they happen to be of a different enough alignment, sac them to the ritual pit.



Agree and not. Yes, you will not have to deal with bad moral, but c'mon, don't tell me I have 50% chance of finding Havez, Laszlo or Ingvar...Besides, I find the diplomacy perk to perform rather pale early game. Stacks will not join you unless your army is n fold stronger then theirs, meaning you are not in early game anymore. And Sacrificial Pit is the biggest Dungeon rip off, rivalizing only Inferno thingie for the most useless building in game. Put a hero with recruitemnt in the castle, and you've saved 5 sulphur.


Quote:


You talk about other skills being neglected.  For Empathy, Enlightenment is a requirement.  No problem there.  We want Enlightenment.  Soo... what do you think are the crucial skills the Lock has to forego?  Luck?  Luck to me is one of the last things that gets developed fully.  Destruction?  I don't need Destruction for awhile because I'll be working with no higher than level 2 spells.  Okay, I can get Destruction just to tuck it away for later but I don't really need the perks until I have a clearer understanding of who my opponent is going to be.  Sorcery?  I won't let Sorcery escape but again, that's one that doesn't need to be maxxed immediately.  Maxxing Leadership and Enlightenment quickly I'm arguing makes for an acceptable creeping strategy.




Yes, I agree that Enlightement has to be developped with highest priority (that is the reason in Tote, my No.1 is Yrwanna). But Leadership...Told you already what I think of Diplo, ability itself is useful coz, Furies become crazy, but I think that Dungeon effective early creeping can be done in only two manners, namely: Tactics and Furies or Sorcery (pretty maxxed, yeah!) and Stalkers. Ok, there is a third, Deep hydras, but as I discussed with people on official forum, it's an almost impossible strategy for someone who play Heroic and still dreams of Dragons... Now I am aware that Empathy partially makes up for Sorcery as ability, but then you have a mana problem. Empathy = no Intelligence, and not maxxed Sorcery = no Erratic mana or Arcane Training. And before Tote there was a point in maxxing luck, I really hate them for what they did to Warlock's luck now...

Quote:


And Taskmasters still don't suck.  40 hp level 3s with positive morale are more than welcome.  The boost in the stats over their predecessors is definitely noticeable..and that doesn't even include Kythra's hero bonus.  While minos and furies or stalkers might not have the synergy that golems and master gremlins do, minos can still perform the function of blocking against larger creatures.

   

I agree they are a world apart from their predecessors I-would-strike-a-second-time-if-I-wasn't-dead-on-retaliation Guards, but I gave you my arguments for them. Simple question of cost/utility ratio. I'll just add that yes, you sometimes use them as meat-shileds, but not against fast enemies. Try hiding your furies behind minos instead of scouts while facing Nightmares or S.Unicorns, and they are toast. IMHO they don't even need the meat shield against Hydras...

Quote:


As for Eruina, her light is dimmed because she has Attack as a skill.  


This is where I disagree the most with you. Ok, I like Eruina, but besides personal preference, you forgo Attack?! Care to exlain me how did you deal with Hunters and Marksmen before Tote? Even with Tote Tactics protects your furies in late game. My Dungeon: Attack, Destructuive, Luck, Sorcery, Enlightment. Add some ini arties, coupled with your Attack primary stat value, you will not have to defend yourself...
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exekutor
exekutor


Adventuring Hero
posted November 21, 2007 03:37 PM

I have a hard time choosing a good academy hero. Jhora sounds like the best to go, but +1 ini at lvl 20 doesn't look like it's really worth it. Nur would be my second pick, but mystic sounds only useful in early game. What about Galib? Only good when rushing against dark/destructive and the enemy hasn't got mass or aoe spells yet?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 21, 2007 04:21 PM

Nah a rusher should normally have over lvl 10, maybe 15 so he should have mass spells and it's not hard to build a guild 3 for aoe or get secrets of destruction either. Plus Galib is slower in creeping himself.. With some bad luck he may not get motw fast and I prefer starting with eldritch arrow than cleansing.
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V3Z0W
V3Z0W


Hired Hero
Griffin Eternal.
posted November 21, 2007 09:46 PM

For my Haven faction I've choosed Dougal as my hero.As the Haven faction has only two shoters, the Marksman and the Inquisitor, I've chosed Dougal because he's an archer trainer.I think the Marksman are powerful than the Inquisitors, wich I usually use to bless them.They are  more than the Inquisitors and have an insane damage.Maybe the heroes that have the trainer ability are the most powerful of them all.That's what I think.Dougal also coresponds with my strategies.For me it's the best hero, as I only play the Haven faction.
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exekutor
exekutor


Adventuring Hero
posted November 22, 2007 01:46 PM

Maeve sounds like the best hero in most situations. Lvl 20 and expert light and haste gives +60% ini.


The infantry commander sounds nice too. Squires can take a hell of a beating with this hero. Or using vindicators, only their speed is a big problem, but if you have teleport assault, they should do a lot of dmg.

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Obscurites
Obscurites

Tavern Dweller
posted November 22, 2007 03:53 PM

I have played only haven and stronghold, so I can tell only those 2 factions.

For haven, I think Dougal and Irina are the best.
Dougal's bonus to archers is good, it makes them not too weak to fight, especially in midgame. His skills are made to reach flaming arrows easily for devastating with ballista.
Irina can reduce normal griffins' casualties by granting them with battle dive. Good for fighting early-game shooters.

For stronghold, Haggash is the best (I can't think about the 2nd one, sorry.)
Like Dougal, her specialty makes centaurs still worthy along the game. Her skill makes them get blood rage easier.

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Adon
Adon


Known Hero
posted November 22, 2007 04:09 PM

Quote:
I have a hard time choosing a good academy hero. Jhora sounds like the best to go, but +1 ini at lvl 20 doesn't look like it's really worth it. Nur would be my second pick, but mystic sounds only useful in early game. What about Galib? Only good when rushing against dark/destructive and the enemy hasn't got mass or aoe spells yet?


I think the Gremlin commander Havez is great as he is an amazing rusher/creeper.  Starting with War Machines and having powerful shooting mass numbered gremlins is key. He's my starting academy hero of choice.
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sdfx
sdfx


Famous Hero
posted November 22, 2007 09:05 PM

IMO, if Havez is allowed then he is easily the best starting hero just because of his starting army(maaany gremlins, ballista, ammo cart). Then, I can buy a wizard and other hero(mr fodder supporter) from a tavern. It also fits my "academy style" becasue I like to have option of chaining(creep with Hero A, give hero's A army to hero B, creep with hero B, give hero's B army to hero C etc.). If creeps strength = normal then this way I can cover the area faster. Even if chaining means some minor loses it's still worth as long as a it means getting estates, resoursefulness and scholar on secondaries. Also, a strong secondary can kill enemy's weaker secondaries or even bite enemy's main later.

The best from stronghold are Haggash(tier 2 specialist + initiative bonus), Telsek(starts with war machines and have tier 3 speciality), best late game is Gorshak(tier 5 speciality).

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