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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Alternative strategies
Thread: Alternative strategies This thread is 2 pages long: 1 2 · «PREV
Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted April 24, 2008 09:59 PM

Quote:
Quote:
Yeah... endgame, posibly....


With High Druids the Ranger can have a really huge Spellpower.

And that makes sylvan a faction, which can be played as magic faction according to the player's style, choice and mood.
Wish to use Dirael with druids and summon a phoenix - ur choice. Want to have ur favorite enemies stunned with summon hive + imbue arrow(and imbue balista if u can) - as u wish. Damage is decent, of course u can score more damage with destructive, but summon hive is a sweet spell.
Want to bring some chaos? Tired to be a flower sniffer? Try destructive magic. I found destructive magic good with RoA and imbue arrow good even before TotE. Now with druids it's supreme. U just need to decide will u throw fire around with ignite, or freeze things with cold death, or maybe some meteor shower bath? As u wish. My personal choice is cold of course.
Or u may want to spread some darkness around? Rain of blinding arrows on three of his creatures and then chop the other stacks left while the enemy hero wastes his time on cleansing the blindness. I had never tried that with PM or frenzy, but if it's possible... The only problem i see here is the source of those spells as well with the summoning magic. On larger maps there are utopias, other town, vaults and stuff.
Sylvan's magic abilities can be also used in tandem with it's might talents. With dark magic blind and slow while u specify in fast striking(leadership, luck, attack, maybe even light magic-haste). Other times, if the numbers are really huge, imbue arrow + deep freeze to deal more damage to most dangerous creatures. Another strike-fast tactic may be used with Dirael and imbue summon hive.
About the skills:
Sylvan benefits from nearly all skills.
Leadership provides empathy and high morale, something which suits sylvan especially good. Luck - apart from the part known to everobody, u may use warlock's luck with imbued rain of arrows and get lucky spells. Enlightenment is very good skill for a magic sylvan. Mana gets down fast, so intelligence is a great skill. Don't forget the extra stats from it. Magic schools are somewhat similiar with sylvan. Light is a blessing type, so that suits the might sylvan. Destructive and summoning(lack of spells) are empowered by druids. Dark may be used as cursing type(mass spels) or to order the enemy around with the help of druids. Attack and defense - uhhh. Everyone knows what's that about. War machines - each time the balista fires three times with an imbued damaging spell a stack gets devastated. But ur mana also gets devastated...
Logs - all starts with familiar ground...
P.S. sorry about the missing things I was just too lazy to write them...

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kermit
kermit


Known Hero
Soul hunter
posted April 28, 2008 03:41 PM

Sounds fun, would require alot of ressources to get that mage guild though

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SeLu87
SeLu87


Adventuring Hero
Grudgebearer
posted May 01, 2008 11:55 AM
Edited by SeLu87 at 11:57, 01 May 2008.

Some strategic things that Iīve tried in online games, all of them with success

I play random, but dwarves are the ones I like most

Garuna, Orcs.



Jhora, Academy.



Ingvar, Dwarves.



As you see, I like buying artifacts

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 01, 2008 12:00 PM

Ok, but what's so 'alternative' in here?

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SeLu87
SeLu87


Adventuring Hero
Grudgebearer
posted May 05, 2008 02:31 PM
Edited by SeLu87 at 14:32, 05 May 2008.

Itīs true, warmonger, probably that, shouldnīt go in this post. Theyīre common tactics with that factions. Anyway, yesterday I tried to do something different with Haven, something that I havenīt seen before. Taking Dark Magic with Klaus. I think if you get enough spellpower, Itīs quite better than Light Magic.

The map was "Dragons cape"


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 05, 2008 03:08 PM

I'm curious how fast you can break the garrison with haven and approximately with how many casualties if any. For instance with academy and orcs it can be done week 3 with few losses.
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SeLu87
SeLu87


Adventuring Hero
Grudgebearer
posted May 05, 2008 03:11 PM

Yes, that was the first time I played on that map, but I think itīs one of the best fan-made maps. Haven only problem is with initiative, but when you have Klaus & Champions...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 05, 2008 03:14 PM

That answers my question, later than week 3 I get the feeling that warmachines are essential, you need as fast creeping as you can get.
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edwin_yang
edwin_yang


Known Hero
posted May 07, 2008 10:54 AM

I have played a game with my friend..haven vs dungeon on the map the duel of titans.there are many level 4 creature dwellings on this map and i rushed to him on week 2 found that he only take horde of grim raiders in one stack and a few furies in 5 stacks.
I was so confident because I have flame arrow and thriple ballista against his poor spellpower.
when the battle began i found him had tactics but not be aware of it,i ignore the furies totally.only when his raiders rushed into my troops and with them came the furies afterwards attack reapetly, kept on biting and biting my troop crazily that I had realized it how terrible it was....and....the worst is his hero is Sorgal with the power is speed...
now i would take care of a warlock with a mighty army

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 07, 2008 11:01 AM

Mmm... Power of Speed, my favourite skill...

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 23, 2008 04:02 PM

Light Magic and Divine Vengance for Necropolis the more they kill the greater Vengance will be(in numbers you can find strenght and weaknesses).

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Lesij
Lesij


Famous Hero
posted October 25, 2008 10:47 PM

In number u can find strenght and weakness u say...

U are right, but try looking at it the other way ;P
U have great numbers of dudes... Why not improving them then? Ur enemy will always (unless he is Necro too) have less creatures- then u should use this to ur advantage...
Now how?
I invented the way to build necro for light/summ:
Exp Necro- MON, Eternal, (optional) Banshee
Exp Attack- Frenzy
Exp Light- MOB, MOW, MOA (otpional)
Exp Summ- MOL, Haunted Mines, (optional) MOC
Adv Leader- Diplomacy, Herald
Exp Logi- Pathfinding, Death Maarch, (optional) Warpath

This is an alternative- endgame necro.
However is he for long games- his creeping is as good as those rushers' is (u have to play Vlaad and in comparison he's doing quite similar to Naadir).
And in the endgame u get:
- Great army that can be easily boosted for the whole fight (high Spell Pow.)- Remeber that each guy gets the bonus, so when u have about 300 ghosts each of them will have better dmg with Divine Strenght and from Frenzy u get 300 extra dmg also...
- Powerfull Phoenix (theanks to spell pow)- stunning power after boosting him with Righteus Might, Divine Strenght and Haste
- Nice number of elementals (which are really handy after boosting)
- Three flyer stack which can be Phantomed also (try phantoming vampire lords it is great fun )
-Divine Vega is also fabulous (even togh it was nerfed recently)

I was trying this strategy with computer- and it just rulz...
It is a late-game one so, unfortunately, I cannot try it in the net- don't have time.

Of course- u have to get a bit of luck to fullfill the build, but it seems that the last patch changed something in Necro's skills percentage...
Three games in a row I got Leadership and Light Magic at the very beggining of the game O.o

Btw. I'm back for now but I really doubt anybody here remembers me

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 26, 2008 12:35 AM

Hello Lesij and welcome back.

I remeber you mostly from "Music from our world in Ashan" great Thread.

It looks like nice strategy. I will definetly try it

And you should look into Modder Workshop if you are interested in:
Moving Herald of Death into another skill or upgraded necor creatures or increasing Dark energy output or maybe Warlocks Luck for Necromancer


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Lesij
Lesij


Famous Hero
posted October 26, 2008 09:32 AM
Edited by Lesij at 12:31, 26 Oct 2008.

I saw that, dude
They are quite funny, but I don;t install MODs, cuz when I wanna play the net, then I have to remove them

EDIT:
And now the alternative strtaegy for barbs. This is really aimed one so use this only when u have 100% confidence:

Anti Those F*ckin Summon-Dark -_-:

The build:

Exp. B Rage- MOM, MOB
---
Exp. Shatter Dark- All basic perks, but get corrupt and detain first
Exp. Att- Archery, Flaming Arrows, Tactics
Exp. Leader- Recruitment, BE and AOS
Exp. Machines- Tent, Ballista, Triple Ballista
-------
Exp Logi- Patchfinding Death March, Warpath (optional)
OR
Exp Def- Vitality, Def us all

Now Reasons:

Rage- ofc, for more dmg absorbtion
Shatter- to shatter Why corrupt and detain first? Both Necro nad Dungeon (ur worst enemies) have not so much mana to cast (unless they went for Sorcery), so after u heto rid of curses, ur foe will stay really low on mana (hopefully) not able to cast another curse, or tu summon his Phoenix
Attack- to deal dmg , Flaming Arrows is a must- unless ur enemy is Wizard he cannot take control over ur ballista- and it will harm his, for 75% poor on life/ defence creatures (usually dark dudes depend on making u inferior not on them being superior to u, or using ur powerfull units against u).
Tactics- for ur units to reach enmies' units as fast as they can
Leader- same as Tactics. Also u get rage boost with this and, a bit faster units. With both tactics and AOS ur chieftans are able to reach your foes in one move (but rember rather to haste ur cyclops with them at first).
Logi- on the large map this skill is quite essential. March of Death- for more movement points ofc during siege
Def- I don't really need to explain... Do I?
Machines- at first, great boost for ballista- and also a tent which can dispell some nasty curses...

Why not luck?
Cuz ur foe will (75 % ) have fragile units if he goes for casting- u don't need so much dmg...


Ok- now how to play this.
Ur army should look like this:
Witch Docs, Nomads, Warms, SKY DAUGHTERS, Chieftans, Fouls (if Dungeon, Aca), Paos (if Necro), BLOODEYEDS

Now, why so?
Docs have a decent chance to block the spell AND with DEF US ALL perk u'll get them quite lots (if u didn't loose many warms ofc) and Warms are to defend the most crucial units...  
Now why Skies not Earths? Because Skys have more mana and won't curse ur cyclops if he was to attack u...
Why Fouls?
Beacuse u need to finish him as fast as u can (the longer the fight is played, the more spells can he use).
And why Bloods?
Cuz they are not as deavstating as Untames are (even if they attack ur warms not centaurs they will harm both), also they have +1 ini and +1 speed- this is really necessary- cuz ur strategy with bloods should be based on that- they reach the foe's ranks and as fast as they can- and then noone would frenzy 'em (u should also rember that exp shatter disallows to hipnotise 'em).




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