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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Inferno Guide-Rise of The Devil
Thread: Inferno Guide-Rise of The Devil This thread is 6 pages long: 1 2 3 4 5 6 · NEXT»
WarLore
WarLore


Famous Hero
servant of urgash
posted June 15, 2008 01:35 PM
Edited by WarLore at 18:24, 15 Jun 2008.

Inferno Guide-Rise of The Devil

Hi all,as here is sylvan guide and necro's guide,so i thinked add inferno guide.First of all,i have played with inferno more than with any other faction,and lost only 3 times.

First creatures wich upgrade choose:

Familiar or vermin
vermin has better speed and init but, steals lot less mana and your hero wont get that mana what vermin takes.So i prefer more familiar,but vermin can be good against weak casters.

Horned overseer of Horned grunt
horned grunt is waay better than slow horned overseer.Horned grunt helps you in creeping thanks their leap.

cerbies and firehounds no need to mention

Succubi mistress of Succubi Seducer
for my option mistress are only better than seducer if you get unicorn horn bow or if you fight against necros.Seducers helps with creeping and make hero battles easier,but keep sure seduced  creature have turn before hero has in hero battles.

Nightmare or Hell Stallion
Hell stallions have better ability and does same dmg range as nightmare,but nightmare's frightefull aura is great against haven or other great morale armies,they are also faster than hell stallion.I still prefer hell stallion more than nightmare,but it totally depends situation.

Pit lords or Pit spawns
this is sad,pit lords are great,but they cant match against pit spawns.Pit lords are waay too slow for inferno.Pit spawns are little bit slow too,but they are still faster than lords,and they have better att,def,dmg range,health and they have magic proof 50%.use pit spawns in your army.

Archdevil or Arch demon
This choice is more like "Pit lord sum. or teleport other?" both abilities are great,but teleport other is only good in siege battles,why? because if you dont have catapult ability and you catapult dont take down gate,you can teleport your creatures inside castle with it(i prefer teleport your pit spawns there )but pit lord summoning is more useful in normal battles,because your firehounds die fast so do your familiars or vermins.Archdevils are faster and move more than Arch demon,but arch demon has better def and
health.(believe me or not,but DOES matter).Both are great dmg dealers,so this is choice depends do you like more Archdevils or Arch demons.I take Arch demons because their funny happy voice

next time:skills,hero's,faction depends creature choice etc.
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Thanatos
Thanatos


Known Hero
posted June 15, 2008 03:03 PM

Err, no need to mention cerberi and firehounds? The choice is far from as clear as you might think. Yes, firehounds can hit more targets, but inflict around 20% less damage, which is quite significant IMO. You must consider very carefully which to take, depending on the enemy faction. If it's a faction like fortress which favors tightly packed formations I'd take the firehound, but against factions like dungeon I'd take cerberi since they tend to charge you.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 15, 2008 03:08 PM

Main Q: do you play on heroic?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 15, 2008 04:23 PM
Edited by Elvin at 16:25, 15 Jun 2008.

Not very indepth an analysis, quite basic so far. Heroic matters little because it is unbalanced.
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Isabel
Isabel


Known Hero
Dragonblessed
posted June 15, 2008 04:51 PM

Never played inferno, maybe you should mention about using which upgrade against different factions and describe how to use the creatures well?
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Laue
Laue


Adventuring Hero
posted June 15, 2008 05:56 PM

How about some creeping strategies, hero guides, units to use against specific factions AND STUFF???

As for succubi seducer/mistress - the latter is quite nice with that hero who boosts them. And with unicorn horn bow.... It's insanitismo. And if there is swift gating...
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WarLore
WarLore


Famous Hero
servant of urgash
posted June 15, 2008 06:17 PM

i will tell more when i have some extra time dont worry @radar yes three times with inferno i won all game's @elvin i know this was quick post i will update them later
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 15, 2008 06:18 PM

No one said that Warlore must/should do this on his own. If you have ideas and/or advice,just post it.

It's rather unfair to let Warlore do all the work.

I'm unfortunately rather unfamiliar with Inferno, so I don't think I'll post anything here...

@ Warlore: Really tell everything about the units, before moving on to someone else. Be complete and have structure. Just following my advice may give you a QP (but I doubt you do it for those).


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Coincidence? I think not!!!!

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 15, 2008 06:21 PM

Quote:
I'm unfortunately rather unfamiliar with Inferno, so I don't think I'll post anything here...


You sound like you need an inferno specialist .But I think I won't write inferno guide, not yet atleast, My necropolis guide is still unfinished and making 2 would slow the necro one even more.
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WarLore
WarLore


Famous Hero
servant of urgash
posted June 15, 2008 06:22 PM

Quote:
No one said that Warlore must/should do this on his own. If you have ideas and/or advice,just post it.

It's rather unfair to let Warlore do all the work.

I'm unfortunately rather unfamiliar with Inferno, so I don't think I'll post anything here...

@ Warlore: Really tell everything about the units, before moving on to someone else. Be complete and have structure. Just following my advice may give you a QP (but I doubt you do it for those).




i will,i will,they will come,just little PATIENCE please.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 15, 2008 07:48 PM

People around here share a similar level of impatience There are already a few inferno threads that could help you(Heroes 5 Strategy: Playing Inferno Faction, Inferno Insight, Inferno Guide: Advanced strategies - see table of contents for links) and cover most things. You could check them for things they are missing or constructively criticize them, illustrate your points. Maybe make a comparison about what has changed since them as not all were made during tote.

About what I said I only meant about the creature lineup section, seems to be missing a few things.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted June 15, 2008 09:10 PM

Quote:
Archdevil or Arch demon
This choice is more like "Pit lord sum. or teleport other?" both abilities are great,but teleport other is only good in siege battles,why? because if you dont have catapult ability and you catapult dont take down gate,you can teleport your creatures inside castle with it(i prefer teleport your pit spawns there )but pit lord summoning is more useful in normal battles,because your firehounds die fast so do your familiars or vermins.Archdevils are faster and move more than Arch demon,but arch demon has better def and
health.(believe me or not,but DOES matter).Both are great dmg dealers,so this is choice depends do you like more Archdevils or Arch demons.I take Arch demons because their funny happy voice

For your information, the Teleport Other ability also teleports enemy units next to the ArchDemon, so it's more useful than you think (think about teleporting enemy archers near your ArchDemon)
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 15, 2008 09:32 PM

I think one thing that has not been discussed a lot in Inferno Strategy Guides is the point of which units to choose. To be more specific, I used to go for Hell Horses and skip Pit Fiends, because the Pit Lord was too slow to be of much use.

However, post TOTE with the new Pit Spawn, I find this no longer to be the case, and I regularly find myself choosing Succubus [Seducer] + Pit Fiend [Spawn] over Hell Horses, as this easier to accomplish as it consumes less Sulfur. Particularly, the 2 x 10 Sulfur required for Nightmares often seems to be a killer for me, and even if I manage that, it means building Devils is something that will only happen in a distant future, as they also require massive amount of Sulfur.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 15, 2008 09:44 PM

Quote:

Pit lords or Pit spawns
this is sad,pit lords are great,but they cant match against pit spawns.Pit lords are waay too slow for inferno.Pit spawns are little bit slow too,but they are still faster than lords,and they have better att,def,dmg range,health and they have magic proof 50%.use pit spawns in your army.


pit lords are total killers in duel mode. they can kill a hell of a lots of units if they cast, and even one of them can deal severe damage.

Quote:

Archdevil or Arch demon
This choice is more like "Pit lord sum. or teleport other?" both abilities are great,but teleport other is only good in siege battles,why? because if you dont have catapult ability and you catapult dont take down gate,you can teleport your creatures inside castle with it


or like someone said, teleport the ennemies archers. (and gate inside the castle)

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 15, 2008 09:50 PM

That never seemed too impressive to me since they can't move and teleport others in the same turn. Of course that's another case when playing with teleport assault

Pit lords are pretty good early while their logarithmic value increases with a high rate. In higher numbers I don't think there's a contest.
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WarLore
WarLore


Famous Hero
servant of urgash
posted June 15, 2008 10:49 PM
Edited by WarLore at 11:12, 16 Jun 2008.

Now i add some skills and heros what i prefer

best inferno heros are in my option: 1.deleb 2.grok 3.nymus (i havent never lost with those heros)

skills,i copied style from lexxan wich you can see in sylvan guide thread (sry lexxan) NOTE:take racial abilitys before any other,no matter what imba ability you can instead it,take racial ability.Because if you dont take it,there is chance you never see it again.

Attack.l5% chance to obtain
Important skill,reason why this is important skill is,it leads to urgash call and because inferno is melee offence faction.Abilities

Tactics:Useful ability,but like in other factions it is one-time bonus.It allows you attack faster with creatures like devils,pit spawns,firehounds etc.But you dont need it to get urgash call.Leads to defence preparation

Battle Frenzy:useful/important.you need it to urgash call as it leads to flaming arrows,but it also make your familiars,horned grunts  and firehounds more effective.take it even if you dont wanna get urgash call

Archery:no needed.It improves your succubi's dmg true,but doenst lead to anything and as succubi are only shooter in inferno army,it dont make big difference.

(needs mark of damned)
Excruciating Strike:useful/important.It increases your  hero's normal attack power and gives 30% chance to deal double dmg.Great to combine with mark of damned,it also helps you with creepig some times,take it,even if you dont wanna urgash call.leads to flaming arrows

(needs ES and BF)
Flaming Arrows:useful/important.Make your ballista more effective and you need it to get urgash call,with deleb take it even if you dont wanna urgash call, and why not with any other heros if you got ballista ability.leads to urgash call

(needs master of ice)
Cold Steel:N/A.As we know,this add some cold dmg every time when creature attacks,but it need des magic with master of ice,but as other magic shool in inferno des magic is,it isnt so big loss,can be avoided and  can be taken.

Dark magic.8% chance obtain
important skill,you need it as you natural magic skill and you need it also to urgash call.Better choice than Destructive,because you can wreck your enemy's game for sev turns.Abilities:

Master of Curses: depends.as we know,it gives you mass effect to weakness and suffering.Good to use against dmg dealing factions like haven and stronghold,of course,if you have weakness or suffering.leads to dark renewal

Master of Mind:useful.adds mass effect to slow and confusion.very great,first make enemy dumb and then slow then down,makes your battles easier,of course if you have both confusion and slow.good against to all your enemies except necro's due mind immunity,but still you can slow then down.Take it,if you dont wanna get urgash call.leads to seal of darkness and shrug darkness.

Master of Pain:less useful,but important.adds to area effect to vulnerability and decay and make Curse of Netherworld more effective.Decay is great spell,but needs spellpower to deal more dmg and vulnerability lower defence almost always 5 with inferno.Mass decay is nice and mass vulnerability is good,but still i would take this ability only if i want urgash call.Leads to corrupted soil

(needs mark of damned)
Weakening Strike:useful and important.It cast suffering to enemy creature every time when your hero attacks.Improves your mark of damned,good to take even if you dont wanna urgash call,but if you have mass suffering,so it will be less useful.good against any factions.Take it if you want urgash call and if dont have MoC or planing to take MoC.Leads to corrupted soil.

(needs WS and MoP)
corrupted soil:less useful,but important.deals dmg to enemy creatures every time when they move.Epic fail,this ability is only important if you want urgash call.Sadly,this ability doesnt do so great dmg as it sounds,when you reading it description.you need it only if you want take urgash call,and in creeping some cases.Leads to urgash call.

(needs MoC)
dark renewal:avoid.if enemy resist you magic you dont waste mana.Srly,you dont need this,you get enogh mana from familiars and if you runnig out mana,you can always use consume corpse,dont take it.

(needs MoM)
seal of darkness: depends.Enemy dark magic has double cost.This ability is great against necro heros,as they fav dark magic and against academy and some cases haven.

(needs MoM)
shrug darkness: depends.Enemy dark magic will be cast only with 50% spellpower.Another good ability against necros,make them dark magic less infernal and less duration to freaking PM.Take this ability if you dont wanna take urgash call,weakening strike,MoP and if you have to fight against necros.

tomorrow more skills,perhaps creeping,but until that,goodnight
@fauch but that is in duel
@elvin you are right about teleport other and in early game,pit lords seems to be more usuable,but still pit spawns are better in early.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 15, 2008 11:01 PM

Quote:

Pit lords are pretty good early while their logarithmic value increases with a high rate. In higher numbers I don't think there's a contest.


I was thinking of the vorpal blade too.

in high number yes, I had 100 of them when I played inferno in scenario, and even by dividing them in 3 stacks it was still bad
(I could have taken pit spawns, but it was to attack a castle, and I didn't know if I would be able to enter (except devils and gated stacks))

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 16, 2008 08:34 AM



100 Pit Spawns would be a total nightmare. Just gate them inside and start causing havoc with that Blade Of Slaughter. Best to divide them in several smaller stacks for max effect.
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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 16, 2008 08:42 AM

I would love to cast vampirism on those
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 16, 2008 10:31 AM

My general strategy goes like this:

At the beginning, I buy Pit Fiends / Pit Lords and divide them into as many stacks as I can just to cast some spells and get extra vorpal hits. But when their number goes beyond 15-20, it becomes uneffective and then  I switch them all to Pit Spawn which wreaks havos all day long.

To tank through massive stacks I recommend this guy supported with Vampirism.
Altenatively, I'm abe to take down hundeds of dragons with just a stack of Succubi and single Vermin, but only if I've got an access to Puppet Master / Frenzy and Swift mind or powerful initiative artifacts. Since dragons won't fly closere to prevent full damage shot, I cna gate two additional stacks on the 3rd line to cover my Succubi just for a round or two. that's enought to dominate the battlefield, even against four stacks of Sapphire Dragons or Seraphs. Unfortunatelly I don't have a recording to show you that.

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