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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 · «PREV / NEXT»
Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 16, 2008 10:39 AM

Archangels could be a bit nastier...
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WarLore
WarLore


Famous Hero
servant of urgash
posted June 16, 2008 11:16 AM
Edited by WarLore at 11:18, 16 Jun 2008.

use 4 stacks pit lords and stack succubi seducers,use 2-4 pit lords in each stack,and have succubi seducers more than15+.It allows you clean your way over tier6-7.But watch out necro units and colossi/titan/strom lord.of course neutral stacks
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A Nightmare from below.A hero from Within

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kermit
kermit


Known Hero
Soul hunter
posted June 16, 2008 12:33 PM

Doesn't look like much of a guide yet, the Inferno strategy threads Elvin pointed to have much more detailed and indepth information.
If you think of posting something like a guide to a faction, consider writing something worthwhile offline and then posting it when you're done. Unit analysis is also very basic, it doesn't cover unit strengths weaknesses nor does it propose any strategies/combos for this units use.

Overall

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Sargeras
Sargeras


Known Hero
the Fallen
posted June 16, 2008 02:23 PM

Can we discuss 'bout inferno overall or is this a thread where we input our tips & strategies ???
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Now they shall be consumed by the very flame they sought to control...

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ChaosDragon
ChaosDragon


Famous Hero
posted June 16, 2008 02:43 PM

I suggest to post something about early.

Since everything in mid and late is too relative, so every players have their own way.

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samiekl
samiekl


Supreme Hero
posted June 16, 2008 04:00 PM
Edited by samiekl at 16:02, 16 Jun 2008.

Dudes, here's some basic week1 creeping without warmachines
vsdfsd
and this:
lotsberserkers
map was let's fight. unfortunately, the rest of the creeps were archers and no dark magic. So creeping with inferno resumes to dealing with shooters or high-level creatures, and there are 2 paths: warmachines or dark magic. i always choose grawl as my starting hero for the extra hounds and take as main hero the one that comes up in the tavern.

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ChaosDragon
ChaosDragon


Famous Hero
posted June 16, 2008 04:11 PM

Even if you random your hero, the easiest way is always the same, dark magic or war machine. I choose dark magic because war machine in mid untill late is not effective without flaming arrows, and those build takes long to complete. Another reason is, with dark magic i can get swift gating asap, one of the most esential skill in hero vs hero battle, and there are still plenty rooms for another better skills than triple flaming ballsta path.

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kermit
kermit


Known Hero
Soul hunter
posted June 16, 2008 04:49 PM

Lately I found inferno could takle key shooters without dark, just with tactics, some hounds and familiars. A little hound loss is to be expected, but if it's something you really need it might be worth it. Dark isn't really a solution anyway since you won't have confusion until week 2 at the very best (with the exception of Alastor), and when you do get it, you're not guaranteed to cast it before the shooters get to shoot. On week 2 you can get seducers and nightmares to handle the low hp shooters, tier 5/6 shooters are still a problem though.

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ChaosDragon
ChaosDragon


Famous Hero
posted June 16, 2008 05:46 PM bonus applied by alcibiades on 16 Jun 2008.
Edited by ChaosDragon at 18:06, 16 Jun 2008.

Dark is not a solution, indeed, but it is the easiest way.

But, don't get me wrong, i completely agree with you kermit. Because only a few maps that allow inferno to lv up fast and get enough resources to build its mage guild to minimum of lv 4. Dark is only useful in the begining of mid game or above, and of course you must play a rich map with easy lv ups, in normal maps (especially if it's a heroic difficulty) it won't help that much compared to power of speed, swift gating, and battlefrenzy, hellfire, mark of damned, vitality or tactic (depends on your hero).  

Beside all things that already listed above by kermit, there is also one important thing to note, demon lord doesn't have sufficient spellpower for lv 4 dark spells or above in normal maps, and building mage guild means abandoning creature (especially in normal maps and heroic difficulty).

Inferno doesn't need to creep everything, just securing key structures is enough, wood, ore and mercury production. Then creep everything that you need, avoid caster and shooter early unless they are guarding key structure, or artifact of immense power.

Most inferno heroes have their own path for easy start, each of them have their own destiny. For example, Grok is the fastest hero to reach swift gating, allowing him to continue his path in dark magic or attack asap, and with only swift gating you can engage enemy hero, thus making Grok a true rusher, Nebiros is the fastest hero to reach power of speed, not only that, he has tactic, while Jezebeth, Alastor and Grawl can take hellfire route because their endless mana regeneration and searing fire, Nymus is horse master because he is the fastest to get soldier luck, Deleb can take no need to explain path and finally Marbas is the fastest to reach vitality and power of endurance, 2 more hp and 9 more defence in early start can become a huge help to ease inferno early start, with this you can even creep shooters (using only your demons and few imps to block that shooter). I've tried most of this in heroic difficulty, and it work wonder.  

We can play inferno without war machine and dark magic, ofc it's not easy, but after some try you will discover the way.


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samiekl
samiekl


Supreme Hero
posted June 16, 2008 07:15 PM

Quote:
Lately I found inferno could takle key shooters without dark, just with tactics, some hounds and familiars. A little hound loss is to be expected, but if it's something you really need it might be worth it. Dark isn't really a solution anyway since you won't have confusion until week 2 at the very best (with the exception of Alastor), and when you do get it, you're not guaranteed to cast it before the shooters get to shoot. On week 2 you can get seducers and nightmares to handle the low hp shooters, tier 5/6 shooters are still a problem though.


I'd die if i'll loose a single dog while creeping.or horses. or succubi.
or anything besides demons.
You can't take out a horde of arcanes in week 1 without dark or marchines. you don't have enough damage dealers for that even if all your units act before them. You need dark or warmachines for creeping if you wanna have chances in final fight. Of course you're not guaranteed to cast before shooters, but that's what demons are for.

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ChaosDragon
ChaosDragon


Famous Hero
posted June 16, 2008 09:15 PM
Edited by ChaosDragon at 21:19, 16 Jun 2008.

And why inferno must take down horde of arcane archers in week 1, inferno doesn't need to creep everything. And even with dark magic, in normal maps, inferno demon lords usually have insufficient spellpower in week 1. Besides, dark magic chance is 8%, somehow attack and logistic is more dependable, for their chance is 15%.

Losing a single dog never matter, tier 1-3 has excelent growth.

Losing few sucubi is the same. However losing few horse is a pain.

Indeed, dark magic is needed in mid-late final battle.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 16, 2008 09:49 PM

This thread suddenly started growing a lot more interesting.
____________
What will happen now?

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WarLore
WarLore


Famous Hero
servant of urgash
posted June 16, 2008 10:14 PM

as my time is not fast enough to your guys,so you can finish this thread.
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A Nightmare from below.A hero from Within

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samiekl
samiekl


Supreme Hero
posted June 16, 2008 10:34 PM

I don't like loosing units, unless it's for the greater good that's all. Sulphur mine needs to be taken asap. What are you going to do if arcanes are guarding the mine? You can't take them down without dark magic or good ballista. The same goes for lots of level 7 in week2 or 3. Why take them so fast? To stay competitive.

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ChaosDragon
ChaosDragon


Famous Hero
posted June 16, 2008 10:57 PM
Edited by ChaosDragon at 23:13, 16 Jun 2008.

You have silo, it can compensate for sulfur mine. If that arcane archer guard my mercury lab, there are always way to get more mercury, depending on your building need, the way is different if you rush pit lord compared with if you rush devil or sucubi seducer.

By stay competitive, did you mean that reaching the same level as enemy hero?

If yes, inferno doesn't need lv, after you have your key perks to fight a hero, lv rarely matters, even if it's 4 lv difference as long as you already have your key perks like swift gating and dark magic, those two is the most important thing to fight a hero, what matter the most is numbers and primary stat from artifacts. Besides if lv is your goal, there are plenty melee creatures to creep beside shooter.

You know that dark magic is not an always appear perk before lv 5, though war machine is different. That's why i reject dark magic, however war machine also become useless without flaming arrow, but this takes long to complete. Not all maps allow us to past lv 5 in week 1 as inferno, but it may happen in hard difficulty.

We need a general way that can be used in general normal maps, not something like depending in dark magic, leaving war machine as the easiest way, though dark is the easiest and best way, it's mostly too player luck dependant. This war machine path create a dillema, generaly, inferno need only balista and adv war machine to creep, however if we don't complete it with flaming arrow, it become a waste of 3 lv and 3 skills, but if we want to complete it, it takes long to complete. This is the main reason why i reject war machine.

There is a way to creep utilizing hellfire to its maximum potential, using sucubus mistress, split it to 4-6 stack, in week 2, most of your teritory will be cleared, and it works on almost all maps, but this thing is difficulty dependant, it can't be done in heroic.

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samiekl
samiekl


Supreme Hero
posted June 16, 2008 11:12 PM

I'd rather build units instead of resource silo, especially in week1-2. Swift gating and dark magic are key perks for creeping, not final fights. Inferno hero needs stats and army to win. On almost all maps you can reach level 10 in first week. Something that can be applied on all maps is dark magic or warmachines. That's all you need to creep. Gate and dark/warmachines. Then comes attack and enlightenment. This is what you need to win in hero vs hero. 0 defense for a might army means that you rely heavily on attack and additional ways to avoid/deal damage (dark or warmachines). If you can find other ways, good, but i don't see them.

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ChaosDragon
ChaosDragon


Famous Hero
posted June 16, 2008 11:21 PM
Edited by ChaosDragon at 23:27, 16 Jun 2008.

Swift gating is the most needed beside dark magic in a hero fight. Especially if your enemy is a fast faction.

You say that inferno hero need stat and army, your army can have much more better chance againts your enemy with swift gating.

It is a very big difference without it, though in mid game, it doesn't shine as bright as in late game.

Also, if your way to play inferno is a hero game like dungeon, swift gating will rarely become a great perk to you, however if you purely play with creature, that means little dependant on dark magic and war machine, you'll understand what i mean. It's hard to play creature game if you usually play hero game, but it's easy to play hero game if you usually play creature game. Creature game takes long to master, that's why most inferno user always underestimate swift gating.

The main reason why every inferno player always said that without deleb inferno will lost to the other factions is that they understimate inferno creature game, and swift gating is the best friend for this.  

I'm not completely ignore dark magic, it's one of the top skill for inferno, but i try to minimize using it if it's not something that badly need it (take down lots of lv 7, hero fight, etc).

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 16, 2008 11:31 PM

One thing, to take the dark route don't you need some mage guilds? What comes to mind is decay and confusion with the former not that big a deal.. And resources are badly needed for the units anyway.

It was recently that I questioned taking dark when already having warmachines. Flaming arrows takes too long as it is without having to take levels in dark. Of course if you get enlightenment the ballista could still be good without flaming, enough to go for dark.
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Map also hosted on Moddb

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ChaosDragon
ChaosDragon


Famous Hero
posted June 16, 2008 11:38 PM

Yeah, i've already explain it, if you choose mage guild, then you must abandon creature. It's one of the dillema of dark magic.

In war machine case, i've already mention it above.

Still, if i must choose the easiest way in reality, i choose war machine, however if i must choose the best way, i choose dark magic.

And about swift gating, 2 initiative difference in hero fight is already  a big difference that can determine your victory, however how it is a big difference is too abstract to be seen compared to how dark magic help us in hero fight.


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samiekl
samiekl


Supreme Hero
posted June 16, 2008 11:53 PM

You can't play hero game with might faction. Inferno is very much resource dependant and you need to take all mines as soon as possible (read week 1). I'm very curious, how do you kill 60+ arcane archers with week1 army without dark/warmachines?
Why on earth would anyone use (swift) gating vs sylvan or dungeon? I don't know what late game means to you, but my games don't take longer than week5-6. So basically, vs fast factions I attack immediately and ignore gating completely. Swift gating is good vs other faction, but vs Sylvan and Dungeon is next to useless. While dark or warmachines sustain your damage. Thats why you need stats (read very high attack), to clear stacks. Maybe my play style is very aggressive, but that's how i understand fast factions.

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