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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Best faction in the game (post TotE)
Thread: Best faction in the game (post TotE) This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV / NEXT»
blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted September 25, 2008 07:38 PM
Edited by blizzardboy at 19:44, 25 Sep 2008.

Technically Dungeon has been the most powerful since Heroes 5 v1.0 through TOTE v3.1. You can abuse hit and run and there is nothing anybody can do about it. Even without invisible creatures you could do it to an extent, now with invisible creatures, you can do it even better. Aside from this, they're a very good creep faction and since they have the biggest hitting hero in the game, they do the best of killing stuff even if you don't have any army. You aren't bound to a Dungeon town either since the warlock hero operates on itself, as opposed to knights or wizards, whose special ability it dependent upon their town type.

The magic heroes are, in general, better than might heroes regardless because they aren't reliant upon an army, and because pretty much every artifact will benefit them. It's useless for a barbarian or knight to get an Evercold Icicle apart from selling it. Warlocks and the like benefit from almost every artifact they get.
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MarcusX
MarcusX


Known Hero
*happyface*
posted September 26, 2008 12:54 PM

I totaly agree with Blizzardboy the dungeon rocks with their empowered destructive invis stlkers and blood sisters they own creeping. And like you said pretty much any artifact works with them. Also dark ritual is an awsome bounuse to have while creeping if if you arn't on a map woth eldrich wells evry were you look.  
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antistar
antistar


Adventuring Hero
betrayer...
posted September 26, 2008 02:12 PM

Quote:
I totaly agree with Blizzardboy the dungeon rocks with their empowered destructive invis stlkers and blood sisters they own creeping. And like you said pretty much any artifact works with them. Also dark ritual is an awsome bounuse to have while creeping if if you arn't on a map woth eldrich wells evry were you look.  


I think that maybe only necro could be better than dungeon at creeping. A final battle between them... well... i just can't see anything than empowered destruction on necro slow creatures...

Dungeon Power
Cheers
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MarcusX
MarcusX


Known Hero
*happyface*
posted September 26, 2008 05:21 PM

I think that maybe only necro could be better than dungeon at creeping.

um.......no
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted September 26, 2008 05:49 PM
Edited by Cleave at 17:53, 26 Sep 2008.

Hit and run is effective but it's cheesy like hell (and you don't need to play Dungeon, you only need Mentoring, a Mage Guild with Destructive and a Warlock in your tavern).

Quote:
I think that maybe only necro could be better than dungeon at creeping.

um.......no


That's a constructive comment. IMO a player who knows what he/she is doing can creep with almost anything.

Just to contradict the Dungeon fanatics I'd say that the low number of troops can be a major weakness especially since Warlocks have a comparatively low defense attribute. Casting spells is swell but you need an army to be able to cast spells. Facing a huge endgame enemy army can be a real pain (I'm not referring to your average Necro wimp but to a better than average Necro badass or your regular Barbarian). In early game your Warlock can do all the nuking by himself but there comes a time when it is no longer a practical or viable option (invisibility in 3.1 anyone?).

Whether you like it or not you can't just rely on Destructive magic to defeat might armies.
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted September 26, 2008 06:22 PM
Edited by blizzardboy at 18:31, 26 Sep 2008.

As much as I wish you were right, I disagree. If you're a skilled Dungeon player, than there is no such thing as meeting a massive might army at the end of a long game. You would have hit and run them by then and widdled them down significantly while taking minimal loses yourself.
Granted, playing that way is typically shunned in the Heroes community, for a good reason, but just because people are nice enough to not do that doesn't mean that's it's not technically a legal option.

And I still think magic is generally superior to might. It's pretty even in a typical big match, but it's doesn't always work that way. There's occasionally those really close games where you have more than one big confrontation. I played a game as Knight against a Necromancer where our main heroes had 3 full-out fights. The first match he retreated. The second match I retreated. The third match I was actually a little ahead of him in level and in army, but since both our armies were still pretty small, his necromancer easily crushed my knight- it was no contest. A high level might hero needs a big army to be put to use. A magic hero is just as effective regardless.
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antistar
antistar


Adventuring Hero
betrayer...
posted September 26, 2008 07:25 PM

I think that this game was made that for every strategy there is a counter-strategy so :

If the game would be played without rules... there's a low chance that dungeon would lose... hit and run cripples your army bad and he retreats(arma, meteor, fireball, winter ring... will almost always catch an opposite element if well casted -> no more might...)... the counter for this are of course the shackles...

I said that necro could be better than dungeon at creeping because you can really defeat a GREAT army with NO loses... and that's the power behind necro fast creeping.

Totally agree that a good player will creep well with each faction... althought the fortress will always be slower than other factions (just at the begining)

Cheers
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MarcusX
MarcusX


Known Hero
*happyface*
posted September 27, 2008 02:14 AM

Ok so the necro is good at creeping. The dungeon is still better in the long run with their hit and run they can take the necro out. even though I agree that the necro can take out a good army with an ok army, but once you have a good army and empowered destructable magic its over. because once the necroes main army goes it just takes them too long to get another army up that can deflect a full attack from a skilled warlock.
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted September 27, 2008 12:36 PM
Edited by Cleave at 12:40, 27 Sep 2008.

Antistar mentioned the Shackles. If you lose your main in Hit and Runs you will lose the game. That is that simple and IMO you'd derserve to lose if your only way to win is by abusing Hit and Runs.

As far as Hit and Runs go, Mentoring is the best ability to train suicidal heroes to cripple the enemy. You don't need to play Dungeon to use this tack. Warlocks are just better at it because of Empowered Spells (but any town with Destructive will do especially if you're lucky enough to get a Warlock in your tavern -something I already mentioned before, I must be getting old).

It can work both ways, imagine your Warlock losing most of his furies because of a necro trained Warlock and tell me if there is any point in playing that way or considering this as a viable strategy? Enough said about that.

It is a crappy tack. No strategy and no cleverness are involved. It's almost an exploit and the cheapest and certainly one of the oldest trick in the HoMM series.

Quote:
althought the fortress will always be slower than other factions (just at the begining)


My favourite Fortress hero is Inga (Empathy or Mentoring always a difficult choice with her)and it's not that hard to creep with Shieldguards and spells although she doesn't start with Defense which makes it slightly more difficult at the beginning.
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MarcusX
MarcusX


Known Hero
*happyface*
posted September 27, 2008 03:31 PM

I do know that if a any faction's main hit and run hereo goes it is hard to get back on top. You made a good point about being able to recruit a warlock for any faction. I usualy play against the AI so I have been able to stick to hit and run tactics for most of my homm game time. I have to disagree thought when you said that hit and run shouldn't really be called a stratagy. While it is one of the oldest tricks in the game it still can be very effective. I is esp useful when you have a strond might hero coming towards your castle you can send out a suicide hero and I have been able to save my town before with that tactic.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 27, 2008 03:57 PM

It is lame, the embodiment of cheapness and unfair as any cheat. Only cases I would not mind is if used by a low sp hero(once destro attacked me with a lvl 6 grawl armageddonist, that was hilarious ) and when enemy's forces are outrageously strong, when you have no choice but to use it. If you think it's strategy then you have not seen what true strategy and tactics are about.
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MarcusX
MarcusX


Known Hero
*happyface*
posted September 27, 2008 04:02 PM

alright I will go back to the basics of homm stratagey and re learn how to play the game I will be back
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 27, 2008 04:15 PM

Uh oh For the record I'm not talking about the AI, the AI cheats and should be paid in return Besides its role is more of a punching bag.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 27, 2008 04:16 PM

Like some players don't "cheat", otherwise we wouldn't have ToH Drama
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sweetcake
sweetcake


Hired Hero
Hi I'm Sweetcake, who are you?
posted September 27, 2008 10:16 PM

I Don't really know wich Faction I like the best.

Let me see wich faction I think is best.

Haven.
I think haven is a very good town. It has many good low level creatures. And with Irina you have unstoppable griffins. But I am not very fond of using humans in a fantasy game.

Sylvan.
I like this faction very much. I think it is easy to play with and I usually win when I play with this faction. I usually play's with Ylthin and tries to get my unicorns as god as possible. I like Unicorns by the way.

Academy.
Academy is a good fantasy faction wich uses magic in most cases. And I think magic is good to have in a fantasy game. But it has very weak low level creatures and you have to get expert summoning magic in the first week and mage guild level 5 too if you will have a chance to win in the first month.

Fortress.
I think fortress is a good faction and is a bit different than the other factions because it uses rune magic. If you are able to upgrade the defenders in the first day you will have very good defensive unit's in the first week. And this helps when you want to capture mines fast.

Inferno.
Inferno is a faction that fuly concentrates in gating. So I suggest Nymus as a starting hero. And try to get gating skills fast. Urgash call is very good to. If you concentrate on Gating and tries to get Urgash call you will finally get twice as big armies fast. So it wll become very easy to win a big battle in month 6if you have a good hero.

Dungeon.
I don't like dungeon very much because it has very low creature growth. And it is hard to get good spells early if you don't fokus on dark magic because you only get dark magic in the magic guild. Sometimes you maybe get's detructive. I suggest to use a hero who focuses on magic. Because the creature's is nothing to rely on with so small growth.

Necropolis.
Necropolis is a good faction wich gives you the possibility to get big armies fast. If you get many high level heroes you will have much dark energy and it will let you raise more creatures. I suggest a hero with enlightenment so that you can get mentoring fast and make many heroes go up in level.

Stronghold.
Stronghold focuses on might. And they are good to use with a hero who specialises in might. The warcries are good to. If you are facing a magic faction like dungeon or academy I suggest using a hero with shatter destructive, dark or summoning magic. try to get as many creatures as you can as fast as possible. and try to focus on attack skills to.

This was what I thougt of the factions. I think I will vote for Sylvan.
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jormungand
jormungand


Adventuring Hero
The Hammer of Hate
posted October 07, 2008 01:43 PM
Edited by Elvin at 12:28, 10 Oct 2008.

Dungeon creatures nothing to rely on? they may come in small numbers but they kickass!
Stalkers easily defeat any shooter without any losses when they start first.
Ever heard of the maiden/raider combo?
Mino's are quiet strong too!(and funny when you've won! I love the 'deng deng'-sound they make)
Hydra's are one of the best tanks in the game.
witches are good shooters, with ammo kart
Black dragons nothing to rely on? they are THE strongest creature!

Edit: Jesus, was all this massive quoted needed?
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PsyrenJ
PsyrenJ


Hired Hero
Need 180 HP S.Mistress 4 Hire?
posted October 09, 2008 10:53 PM

Quote:

Dungeon creatures nothing to rely on? they may come in small numbers but they kickass!
Stalkers easily defeat any shooter without any losses when they start first.
Ever heard of the maiden/raider combo?
Mino's are quiet strong too!(and funny when you've won! I love the 'deng deng'-sound they make)
Hydra's are one of the best tanks in the game.
witches are good shooters, with ammo kart
Black dragons nothing to rely on? they are THE strongest creature!


But you still have to rush to win well with Dungeon. In a larger+ map with many opponents, some there creatures are as realiable as a Ming Vase in those type of battles (Late game Haven/Fortress)
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ondhokar
ondhokar

Tavern Dweller
posted October 10, 2008 02:39 AM
Edited by ondhokar at 02:43, 10 Oct 2008.

for defensive purpose i think the fortress is the best since they get extra defenders. im a person more into range than close combat. so i guess defending town with 2 range class + extra defender from the town is pretty helpful.
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SeLu87
SeLu87


Adventuring Hero
Grudgebearer
posted October 11, 2008 02:08 PM
Edited by SeLu87 at 14:09, 11 Oct 2008.

I think that Stronghold is the best by far. Only Silvans could do something against them. This is caused by Haggash and Wyngaal, the two most overpowered heroes of the game. Also Stronghold has the Kragh "bug" which makes him to have the best Swift Mind of the game. Only Wyngaal, if he can make possible that the Arcane Archers act first, before the Centaurs, could defeat them. Another way is so much difficult.

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Hunter
Hunter


Hired Hero
posted October 12, 2008 10:50 PM

i think that dwarves-fortness is overpowered...and badly....you guys just go and check out heroes 5 skills of fort faction...thats insane.....for example Absolute Protection skills..and all skill to contribute it...thats heavy...well,i didin,t play TOE yet,will lvl 2 upgrades,but yeat..dwarves are best in my opinion...also runes...Comments?

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