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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Help on strat against Academy
Thread: Help on strat against Academy This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
sdfx
sdfx


Famous Hero
posted October 18, 2007 08:50 PM

Rushing a necro = suicide for a wizard. Havez=banned
Spellpower >> knowlegde early in the game.
So what silver bullets are available for everyone? A necromancer won't banish his own phoenix, a might hero won't get sorcery to counterspell even if it's offered etc. For academy, those bullets are often game winning perks because they own "more magic heroes" by countering superior phoenix or superior spells in general(by counterspell+high knowledge).

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 18, 2007 09:05 PM

Quote:
Quote:

Sylvan:
Dirael.


Why?

High Spellpower and Dirael's special ability means thet Wasp Swarm can deal high damage (above 170) and if thets not satisfaing you, you can learn Master of Earthblood which means thet each of your summoned mines (from the spell Fire Trap) will deal 120 damage! (only whit Expert Summoning Magic)  

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Duncan
Duncan


Famous Hero
The Pathfinder
posted October 19, 2007 11:01 AM

Quote:
Haven:
Klaus as the best special skill (Cavalry Commander).


Let’s remember that we’re talking about small map here. I’d choose Irina instead, build griffin dwelling and you don’t need to upgrade to make use of battle dive (battle dive = good creeping). You won’t get much from Klaus’ specialization in Cavs/Palas. You’d only be able to build on the 2nd week, then perhaps at the end of the month you’d already be engaged in the final battle. How many Cavs/Palas you'd gather at that point?

But as others have pointed out, I wouldn’t pick might faction in the first place on a small map. I wonder if Ake found anything useful from many posts here and if he's finally able to beat his friend.
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 19, 2007 11:23 AM

Agreed on the silver bullets but for early chances are the chaotic get whatever good you can and rush
Quote:
Rushing a necro = suicide for a wizard.
Spellpower >> knowlegde early in the game.

Not anymore. Motn is weaker, early necro mana is low and motw has been boosted while having adequate mana to support it. Only disadvantage is facing a better army. Unless necro recruited Ellaine to turn the peasants into skelies or managed to raise too many of them in week 1-2 creeping it should be ok.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 19, 2007 11:39 AM

I wouldn't call Spellpower superior to Knowledge early on. A low level necromancer without knowledge artifacts (did I mention Helm of Chaos is awesome as starting bonus for necros? or boosters has 2 knowledge if he is lucky with levelups. That's not a whole lot of mana to use that Spellpower on...
____________
In ur base killing ur doods... and raising them as undeads.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 19, 2007 11:48 AM

To use it how..? Only firetrap and to a lesser extent decay can have a good effect.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 19, 2007 12:21 PM
Edited by feluniozbunio at 12:29, 19 Oct 2007.

Quote:
So what silver bullets are available for everyone?


Cold death, fire resistance, banish, natural balance , seals, countr spell shall i continue?

So you say that necro wont banish his owhn phoenix but academy will?

And yes, im going to learn destructive magic with a knight if this allos me to kill opponents ballista with one spell.

Man i need to get out of this forum coz people say that black is white every 5 minutes.

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 19, 2007 12:37 PM

Quote:
Quote:
Haven:
Klaus as the best special skill (Cavalry Commander).


Let’s remember that we’re talking about small map here. I’d choose Irina instead, build griffin dwelling and you don’t need to upgrade to make use of battle dive (battle dive = good creeping). You won’t get much from Klaus’ specialization in Cavs/Palas. You’d only be able to build on the 2nd week, then perhaps at the end of the month you’d already be engaged in the final battle. How many Cavs/Palas you'd gather at that point?

Way not to upgrade? and about the Paladins, i will gather 15 paladins at thet point or more but not less then 15.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 19, 2007 01:28 PM

Quote:
Way not to upgrade? and about the Paladins, i will gather 15 paladins at thet point or more but not less then 15.


You don't upgrade the Griffins, because Irina gives the Battle Dive ability to the normal Griffins as well. The extra cost for the upgraded versions (both in dwelling cost and in upgrade cost) is not worth the boost in stats for faster games.

Considering that Paladins have a base growth of +2 per week, and we're assuming endgame in week 4, while you built the dwelling in week 2, that gives 2 weeks of growth of Paladins. Even if you have a Castle for double growth, you'd still have only 8 Paladins due to growth and another 2 from when you built the Jousting Arena. So, 10 tops.

(P.S. not to critize you on your English, but "thet" is properly spelled "that" . Just noting that word, since you use it frequently ).

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 19, 2007 01:34 PM

I meant in the endgame 15 or more Paladins, also upgrading Griffins is very usefull.

BTW: ok now i know that you need to right that insted of thet .

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 19, 2007 01:51 PM

Ok, but Elvin mentioned games that have their endgame by the end of the first month: in other words, around week 4. If you build the Jousting Arena in week 2, you can have at most 10 Paladins, no more.

The only way to have more than 10 is if you have a Haven Military Outpost with Cavaliers. Not only do you get extra Cavaliers from that Outpost, but it will also boost the Cavalier growth in your town. But, you need to get lucky to get a Military Outpost ...

Regarding the Griffins, look at the differences. Imperial Griffins have +2 Attack, +3 Defense, +5 Max damage and +5 HPs over the normal Griffins. But each Griffin costs 100 Gold more: 260 for the normal Griffin vs. 360 for the Imperial ones. In addition, you need to buy the Griffin Bastion for 4000 Gold, 10 Wood and Ore and 5 Mercury.

For quick and fast games (remember: end game by the end of the first month!), that's a fortune. You had better use that for other things, like buying extra creatures or other Dwellings.

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Duncan
Duncan


Famous Hero
The Pathfinder
posted October 19, 2007 02:13 PM

Thx Maurice. You beat me with that lengthy explanation.

@Lord: I suggest when making arguments you base all your opinions on facts & stats, not estimation. Assuming the battle is on week 5 (adding another week), you'd still have 14 Palas at the most. Yet you sounded overconfident with "not less than 15" without doing the math.
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 19, 2007 02:44 PM

I dont know what tactic you are using but upgrading Griffins and 15 Paladins works for me .

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 19, 2007 02:55 PM

Quote:
I dont know what tactic you are using but upgrading Griffins and 15 Paladins works for me .


But ... how can you have 15 paladins, when there is only time to acquire 10 at most?

And do you really think that upgrading your Griffins is worth more than using all that gold to buy other creatures? Of course, this is keeping in mind that Irina enables the Battle Dive on your normal Griffins already.

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kermit
kermit


Known Hero
Soul hunter
posted October 19, 2007 03:26 PM

well you could probably get a training ground and train priests into palas dono

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 19, 2007 03:30 PM
Edited by feluniozbunio at 15:31, 19 Oct 2007.

He can train couple paladins. Not that i agree that klaus is a good fast game hero,but it is possible

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 19, 2007 03:48 PM

Fair enough; but that means building Training Grounds and spending resources on getting extra Paladins out of your Priests. .

Left or right, you are spending extra resources on them (just as with the Griffins). The main question is still unanswered: with such short and fast games, do you have the resources to do so? And aren't those resources (much) better spent elsewhere, instead?

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 19, 2007 04:16 PM

YES!

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 19, 2007 04:19 PM

Of course they are. In fast games you usually dont have gold for training. You have to rely on mar machines. If i had any free gold id rather train archers. Which leads to obvious 2 choices for short game vittorio and dougal.

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sdfx
sdfx


Famous Hero
posted October 19, 2007 07:04 PM

Quote:
Cold death, fire resistance, banish, natural balance , seals, countr spell shall i continue?
Quote:

Yeah, but probabilites of getting those skills are not equal and overall effectiveness differs too. So, for a knight natural balance = good but unlikely etc.

Quote:
So you say that necro wont banish his owhn phoenix but academy will?

I mean that academy will not cast own, inferior to necro, phoenix but will simply banish big bad necro phoenix. Is it so hard to figure it out?

Quote:
And yes, im going to learn destructive magic with a knight if this allos me to kill opponents ballista with one spell.

Yeah, me too. But it has only 2% chance to show up..

Quote:
Not anymore. Motn is weaker, early necro mana is low and motw has been boosted while having adequate mana to support it. Only disadvantage is facing a better army. Unless necro recruited Ellaine to turn the peasants into skelies or managed to raise too many of them in week 1-2 creeping it should be ok.

Spells will decide. Still, with approximately the same spells necro has advantage vs the map. Their summons are much stronger and will beat AI much more easily. This will give them exp advantage and artifact advantage.

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