Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Temple of Ashan > Thread: Dungeon vs stronghold
Thread: Dungeon vs stronghold This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
sdfx
sdfx


Famous Hero
posted October 10, 2007 12:48 PM

I think Yrwanna with exp enlightenment(intel), exp sorcery(no perks), exp summoning(maybe fire warriors for better creeping), maybe exp dark(master of mind) and exp destructive(no perks) is the best. Still, 1(or more) perks from enlightenment, sorcery and destructive(cold death) may be worth it because they give spells/knowledge/spellpower. It depends, but IMO quick multiple magic > barbarians.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Ceres
Ceres


Supreme Hero
and sweetness
posted October 10, 2007 12:52 PM

Hmm... so rushing will do the job here?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sdfx
sdfx


Famous Hero
posted October 10, 2007 01:53 PM

Well, I believe that rushing is the best thing to do because not rushing means higher chance for barbarians to get shackles and also higher chance for getting apprioprate shatter magic shools. Generally:
the longer the game, the more might heroes dominate.

I think the best late game line up for barbarians look like: split earth doughters for haste/slow. If no money, say no to tier6 first. Maybe say no to tier1 too(but defile magic can be good). Tier3 is good(warmonger's taunt) but if still not enough money then say no to them. Definitely use tier5 chieftains(maybe split them) to abuse word of the chief on cyclopses. Hero can also divine guidance cyclopses etc. Centaur nomads are cheap and essential for creeping so they will have their place in the final lineup.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
r-b-t3r
r-b-t3r


Hired Hero
posted October 10, 2007 02:33 PM
Edited by r-b-t3r at 14:41, 10 Oct 2007.

Quote:
Well, I believe that rushing is the best thing to do because not rushing means higher chance for barbarians to get shackles and also higher chance for getting apprioprate shatter magic shools. Generally:
the longer the game, the more might heroes dominate.

I think the best late game line up for barbarians look like: split earth doughters for haste/slow. If no money, say no to tier6 first. Maybe say no to tier1 too(but defile magic can be good). Tier3 is good(warmonger's taunt) but if still not enough money then say no to them. Definitely use tier5 chieftains(maybe split them) to abuse word of the chief on cyclopses. Hero can also divine guidance cyclopses etc. Centaur nomads are cheap and essential for creeping so they will have their place in the final lineup.

I agree with everything you said
My hunch leads me to more or less the same conclusions.

Say, has anyone noticed how ridiculously high, are the demands of mercury when playing this faction?
Shamans need 9 mercury!!!!!!!!!!! Slayers need 4 more on top!
Going for capitol requires 4 mercury for the slave market!
For castle you need a pile of skulls, 4 mercury more!
OUCH!!!!!!!!!
Thats 21 mercury already and you need an extra 7 for cyplops!!!!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Ceres
Ceres


Supreme Hero
and sweetness
posted October 10, 2007 02:38 PM

Hmm... I see now.  Thanks for the tip sdfx!  But also, I want to see how the barbs would answer this tech.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 10, 2007 02:49 PM

@R-b-t3r
I think the slave market requires mercury too That's sick - we were complaining about necro!
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sdfx
sdfx


Famous Hero
posted October 10, 2007 04:04 PM

Probably, building resource silo early is going to be very crucial.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
r-b-t3r
r-b-t3r


Hired Hero
posted October 10, 2007 04:40 PM

Quote:
@R-b-t3r
I think the slave market requires mercury too That's sick - we were complaining about necro!

Yes and even the horde building for goblins needs 1 mercury and the walker's hut also
I suspect that orc build up will be very tough early. As Sdfx points out, silo early could be a must and quite possibly a very quick attempt at the local alchemist's lab!
The strange thing about this faction is that it has very easy access to the 6th (wyverns only require walker's hut) and 7th tier (cyclops cave only has 15level town as a prerequisite!!!) and very difficult for the 4th and 5th which need a ton of mercury. Furthermore the first 3 tiers are dirt cheap both in building cost upgrade cost and also unit cost.

In Xlarge maps i suspect orcs will be quite a nightmare for any faction. On small maps OTOH...... hmmmm.....roasted wyvern tastes like chicken (a local warlock specialty )

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 10, 2007 04:44 PM

I read somewhere JJ suggesting that stronghold should rush straight to cyclops if fearing a rush.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
r-b-t3r
r-b-t3r


Hired Hero
posted October 10, 2007 05:04 PM

Quote:
I read somewhere JJ suggesting that stronghold should rush straight to cyclops if fearing a rush.

He could be right.
In the demo i ended up needing to defend the city with a secondary hero with only one week's growth of creatures. I ended up with only one cyclops left, my citadel tower had fallen to catapult fire, my gate was down and i was pretty much ready to load a previous save. I continued out of curiosity, and my lone cyclops managed to defeat 30 marksmen, 100 conscripts and 15 monks!!! All these despite the fact that i was constantly being hit by the attacks of the opponent hero.
I could't believe my eyes!

Cyclops+rage shield=monster

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kermit
kermit


Known Hero
Soul hunter
posted October 10, 2007 05:19 PM

Yeah cyclops seem almost immortal I can't believe the amount of damage they can take.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 10, 2007 05:21 PM

Well the orcs need it.

Rage or no the first 3 tiers die like flies.

The next three tiers are fairly tough but with the exception of the level 5 don't deal so much damage in attack.

So your left with one really solid unit the cyclops and with all the level 7 counters out there I'm not too worried.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 10, 2007 05:41 PM

Quote:
I read somewhere JJ suggesting that stronghold should rush straight to cyclops if fearing a rush.


Lvl 7s are never answers for rushes. Just because u cant build them before its too late

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 10, 2007 05:45 PM

If you read a couple posts up someone was saying how it was easier resouce wise to skip the level 4 and 5 and go straight for the 6 and 7.  The only requirement for Cyclops is level 15 town. So if you could build a castle you could build cyclops...Most maps start with level 2-4 already built so you're looking at day 13 possibly.  How fast are you rushing?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 10, 2007 05:50 PM

Quote:
How fast are you rushing?


Day 13. Game Over.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 10, 2007 05:59 PM

Forget about the Cyclops for a moment...do you think that the the stronghold is vulnerable to a magic rush?  Didn't this thread start because of fear of shatter destructive and fear of might over magic and blood rage absorption?

I'm just picturing a scenario where you get there and your magic is nullified.  It's all theory at the moment.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 10, 2007 06:05 PM

I dont know I havent played ToTE yet. Dont know what shatter magic does either. Some people said that rush might be only chance for dungeon here. Well for me it has always been since dark elves have no defense and die like the flies. Rushing is Warlocks name.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 10, 2007 06:19 PM

Lol. One time my friend was playing a large map perhaps the six factions and we looked at his hero stats and he literally had 0 defense due to an artifact and taking attack at arenas.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sdfx
sdfx


Famous Hero
posted October 10, 2007 07:20 PM

Yes, cyclops are insane. When I played that single scenario, I went east to defeat AI for fast exp(that 1 unupgrated cyclop allowed that but I had many upgrated centaurs too) killed all there - only seraph block was a bit too tough. Then, west, follow the road, stables, follow more, attack NW haven castle - no problem. Go through teleport kill 2nd blue castle, next teleport, upgrade troops somewhere, attack middle red castle, then eastern(but at that point I was using a talisman for creature summoning), then westen red - the toughest fight. At the first look I thought that this battle is undoable - omg 30 champions, all those shooters(xbows and zealots) etc.
I was sooo wrong.. Yes, I lost all centaurs and some earth doughters but only ONE cyclop(out of 12 I think)and it was focused by AI so hard. Sure, I had a 100hp heal tent, used rage boosting skills, divine guidance and abused cheftains' +ATB skill on cyclopses but still I was very impressed by cyclopses' strength.
Then, I went west underground and fought 16 phoenixes - they were nothing but tent helped a lot.
Then teleport back to castle, follow the road, then kill that stacks with 25 devils guarding a teleport, then I finished the 3rd blue castle.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
watcher83
watcher83


Supreme Hero
Child of Malassa
posted October 10, 2007 07:59 PM

Quote:
Quote:
How fast are you rushing?


Day 13. Game Over.


even on a large map?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0349 seconds