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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Stronghold's Starting Heroes
Thread: Stronghold's Starting Heroes This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
George
George


Adventuring Hero
Dragon Lord
posted October 06, 2007 01:45 PM
Edited by George at 13:46, 06 Oct 2007.

Sad but true...Academy seems to have the weakest alternative upgrades (excluding the Golem that I find awesome )! But I guess it's too late for Nival to change something now...or is it?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 06, 2007 01:54 PM

Quote:
NIval should really start thinking about those things. They will make Academy the wors race to play.Oh wait...they already did that.

LOL! You are mistaken. First of all check the new skill overhaul academy benefits more than others. Then notice that academy does not win because of might but spells and creative combos. The new upgrades do just that, they allow you to use different strategies with your spells.

Saboteurs have exceedigly high stats for might but can block a catapult with hp arties - maybe vitality.
Elemental gargoyles + motw + warlock's luck = insane destructive power if used correctly.
The golems with the new gargoyles means even more healing power for them(aoe). But also protection from spells on adjacent units.
The battlemages are more against slow factions like necro. I know you are better of shooting that casting 2 fireballs but you must be sure their quardians will last.
Djinns are great against sylvan because they decrease luck.
Kshatris are awesome in any case. Hydra attack with insane damage? yes I like that. Because academy is charged, it does not charge.
Only stormlords I don't like.
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George
George


Adventuring Hero
Dragon Lord
posted October 06, 2007 02:27 PM
Edited by George at 14:28, 06 Oct 2007.

My creature choices for Academy

1.Master Gremlin
-it has +1 iniative.
-repair is much better than sabotage [lasts for one turn only! : "NEW in ToE: can paralyze any mechanical unit on the battlefield (golems, ballista, catapult, tents, town towers) for one turn, if the target's total hit points are lower than the gremlins'".].

2.Obsidian Gragoyle
-because it fits better with my strategy.
-they are suposed to be defenders that block enemy attacker from reaching your range units.
-they are good for receiving retaliation.
-elemental imunities(air,fire,cold)...the alternative upgrade lost it's elemental imunities.

3.Obisdian Golem
-I just love these guys .
-Obisidan Sphere to protect neighbouring creatures from AoE spells.
-Distructive Magic Magnetism is just awesome...
-+2 ini is great
-they have 20 HP and they can be better repaired by the Gremlins.
-if you need them to be more agresive just put a HP miniartifact on them and there you go...the perfect golem...at least for me .
-shame they lost the ulimited retaliations

4.Archmage
-I don't get it...what's the deal with the battle mage? They have 29 HP and archmages 30 !
-and they only have +2 attack more than archmage...at least archmage can cast some fireballs .

5.Djinn Vizier
-I'm not chosing this upgrade cuz I like it, just because it has +5 HP more....we all know how quick Djins die .
-and some extra luck on my gremlins or golems can't be bad .

6.Rakshasa Kshatri
-just because they have the extra speed and the cool Hydra-like attack .

7.Storm Titan
-has exactly the same stats like the Titan... ...Looks like Nival was just lazy with this alternative upgrade .
-the new Call Storm ability can only be of some use if you have a lot of them...and that won't happen in a normal game .
-I'm just chosing this upgrade because they look better .
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted October 06, 2007 02:27 PM

Quote:
Only stormlords I don't like.



I can understand that. Their color scheme is a bit off, a dark cloud around them and pure platina color would be welcome, their hair color could be light blue.

And as with the Titan, the Storm Lords special aint that amazing. Dmg per unit is way to low, if multiplied with 100 pr SL, Titan. THEN it starts to look interesting, not to overpowered i guess since they can use the ability once (not sure about the SL special can be used once or unlimited though)
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Homer171
Homer171


Promising
Supreme Hero
posted October 06, 2007 03:59 PM
Edited by Homer171 at 16:06, 06 Oct 2007.

Quote:
Anyone knows what's the barbarian's primary stat distribution? My guess:
45% attack
30% defense
15% knowledge
10% spellpower



Almost: Attack 50%, Spell Power 5%, Knowledge 10% and Defense 35%

or Knowledge 15% and Defense 30% either one i read it somewhere but don't know where
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 06, 2007 04:12 PM

Nope 35%. Nival foiled my guess, I expected something like 60-20-10-10
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Homer171
Homer171


Promising
Supreme Hero
posted October 06, 2007 04:19 PM
Edited by Homer171 at 16:20, 06 Oct 2007.

I like the fact that SP is only 5% although it don't work very well whit Might over Magic skill. 50% is enough and some Defense is welcome when enemy is most likely to be faster than you.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 06, 2007 04:43 PM

When they get 50% spellpower reduction from exp shatter magic and another 25% from weaken ability even -1 spellpower should hurt. Besides it's not hard to get some spellpower arties.
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Homer171
Homer171


Promising
Supreme Hero
posted October 06, 2007 05:11 PM

Yes shatter magic is nice but experienced players can go around it. There is 50% change that opponent will take other school like Haven go for Dark but i can't imagine Warlock whit Summoning.
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sdfx
sdfx


Famous Hero
posted October 06, 2007 08:27 PM

So both stronghold and haven, 2 most might castles, share the same problem: 2% enlightenment. Enlightenment is a very specific skill because it's a might skill for might heros and a magic skill for magic heros. Why? Because enlightenment gives mostly magic stats to magic heroes and might stats to might heroes. Not to mention barbarian's bloodfire sweetness(perk that gives 50% more rage).

Still, the best thing about a barbarian is his ability to shatter magic. This skill leaves magic heroes no other choice than to learn multiple magic schools or be simply pwned by barbarian's might superiority. Might heroes will be forced to use a sucky +20% inititive  mass haste.

Leadership looks pretty obvious for barbarians: more actions = more rage PLUS battle elation perk gives +50 rage for a moral. Divine guidance on top of that fits perfectly for optimal rage usage.

Attack -> retribution fits nicely
On the other hand luck -> luck of the barbarian looks very nice too.
Still, I believe that attack -> flaming arrows combined with war machines -> triple ballista will be the best thing to do.






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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 06, 2007 10:00 PM

About bloodfire...I tried it and as you gain rage points fast you lose them faster. Because the points you gain are fixed where those you lose depend on the damage you receive. Maybe if you want to gain a rage level in the beginning and strike first but the initiative is not as high either.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted October 07, 2007 10:42 AM
Edited by Azagal at 10:43, 07 Oct 2007.

Quote:
Anyway, based on new creatures upgrade and what i have read Inferno will be a new compeltely powerfull town among with Nature and Haven.

Lol...what ever made you think Inferno was weak? Inferno is good if played correctly! Any faction is good if played correctly. Eventhough I have to admit that they get an very big boost out of the crazy seduce ability (lol try the Agrael scenario with multiple stacks... it's just crazy oO)and the Leaper. But that is something they needed BIG TIME! With that I mean that creeping effectivly with them was/is difficult so making things easier for them is only fair (eventhough the ceberi building still costs 15wood....).

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 07, 2007 01:07 PM

Quote:
1.Master Gremlin
-it has +1 iniative.
-repair is much better than sabotage [lasts for one turn only! : "NEW in ToE: can paralyze any mechanical unit on the battlefield (golems, ballista, catapult, tents, town towers) for one turn, if the target's total hit points are lower than the gremlins'".].


I would be surprised if the Sabotage thingy is a one-time only deal. So slap some initiative enhancers on your Hero (or ini mini artifact on your Saboteurs) and that catapult will never fire.

The repair function can be used only once.

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted October 07, 2007 01:28 PM

Great overview Elvin!

This Stronghold is starting to sound real fun to play, finally a decent Might magic that is interesting on top of it. Haven and Sylvan don't particularly appeal to me, and Inferno is terrible at early game creeping. Plus, their lineup is fairly fragile, whereas this new stronghold seems to have a clear and solid melee lineup at tier 1 (a bit), 3, 5, and 7, with a tier 6 flyer addition. Seems quite powerfull to me.

And on top of that their heroes seems to be a lot more creative and usefull compared to the old heroes...

Sadly, with hydras and riders in Dungeon and with Wyverns in Bastian, chances of there being a last, 9th reptile town are near to zero. I would have loved to see them magic oriented and opposing the orcs.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 07, 2007 01:41 PM
Edited by Elvin at 13:46, 07 Oct 2007.

I should mention that they are protected against magic rushes early. Rage absorbs destructive magic too. And Vorpal Sword.



Picture is courtesy of Xenofex_086 at ubi forum. Resized now
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted October 07, 2007 02:06 PM

Quote:
Sad but true...Academy seems to have the weakest alternative upgrades (excluding the Golem that I find awesome )! But I guess it's too late for Nival to change something now...or is it?


I actually sight a VERY dangerous IMBA strategy for Academy now. Wizard can damage all enemy units AND heal its own Golems at the same time while spamming Armageddon over and over. Golems will take hits from enemies, but with each Armageddon they get healed and resurected, don't they?

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dschingi
dschingi


Famous Hero
the guy with the dragon golem
posted October 07, 2007 02:10 PM

70% reduction is quite a lot... especially if only so few rage points are lost.

on the Age of Heroes page it says: Rage_Points_Lost = 1100 * Damage_Absorbed / Stack_Max_HP

Does anyone know whether Stack_Max_HP is taken from before or after the attack?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 07, 2007 02:30 PM

Quote:
I actually sight a VERY dangerous IMBA strategy for Academy now. Wizard can damage all enemy units AND heal its own Golems at the same time while spamming Armageddon over and over. Golems will take hits from enemies, but with each Armageddon they get healed and resurected, don't they?


No. Magnetic Golems take normal damage from Armageddon. If you read the description, it says that they are healed by destructive spells except Armageddon, which does normal damage to them.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted October 07, 2007 02:36 PM

Ah so they actually took that strategy in mind! Nice.

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George
George


Adventuring Hero
Dragon Lord
posted October 07, 2007 02:36 PM

Quote:
Quote:
Sad but true...Academy seems to have the weakest alternative upgrades (excluding the Golem that I find awesome )! But I guess it's too late for Nival to change something now...or is it?


I actually sight a VERY dangerous IMBA strategy for Academy now. Wizard can damage all enemy units AND heal its own Golems at the same time while spamming Armageddon over and over. Golems will take hits from enemies, but with each Armageddon they get healed and resurected, don't they?


Well that's correct...but face it, you won't be running around with 1-2 stacks of golems and Armagedon and hope to defeat everyone .
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