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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»
simko
simko

Tavern Dweller
posted June 23, 2008 09:07 PM

you're kinda right

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 23, 2008 09:12 PM
Edited by Warmonger at 21:13, 23 Jun 2008.

The Logistics skill is great not only because of the movement, it also has a wide choice of great perks to choose from.

Swift Gate, Swift Mind, Death March, Snatch + Warpath, Teleport Assault all are useful and can bring serious advantage on your side. Personally I prefer to choose first two for my Nymus with dark magic to uleash all my threats asap.

Destructive magic doesn't and will never work. Not enought spellpower. Even Summoning beats it as allows you to do some tricks with Blade Barrier for example, it's of course discouraged nonethelss.

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 23, 2008 09:15 PM

Quote:
The Logistics skill is great not only because of the movement, it also has a wide choice of great perks to choose from.

Swift Gate, Swift Mind, Death March, Snatch + Warpath, Teleport Assault all are useful and can bring serious advantage on your side. Personally I prefer to choose first two for my Nymus with dark magic to uleash all my threats asap.

Destructive magic doesn't and will never work. Not enought spellpower. Even Summoning beats it as allows you to do some tricks with Blade Barrier for example, it's of course discouraged nonethelss.


Why not snap for light magic?Your troops could use those buffs. Only thing in destructive magic worth going to is fiery wrath.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted June 23, 2008 09:16 PM
Edited by Asheera at 21:17, 23 Jun 2008.

The (only) thing I find good with Destructive is the Master of Fire perk. With it (and Fireball) you decrease the opponent's defense by half and this will make your units, who already have outrageous damage thanks to high attack, deal insane damage.
But otherwise I agree the spellpower is too low

Oh, and Fiery Wrath
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simko
simko

Tavern Dweller
posted June 23, 2008 09:22 PM

defense with hellwrath +searing fires= great damage + cold steel !
or leadership with divine guidance or empathy

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kermit
kermit


Known Hero
Soul hunter
posted June 23, 2008 10:53 PM

Jen Luc Petenude?

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WarLore
WarLore


Famous Hero
servant of urgash
posted June 24, 2008 10:17 AM

if you take destructive,take searching fires instead fiery wrath,you dont need it as you racial ability is allready add. fire damage
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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 24, 2008 11:12 AM

Quote:
if you take destructive,take searching fires instead fiery wrath,you dont need it as you racial ability is allready add. fire damage

But with 100% change, not 30%.Only few times I made destruction spells usefull is master of ice+cold death+ever cold icicle even though factions like academy can use it better it will give some use to destruction if you are going to use it as magic.
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ChaosDragon
ChaosDragon


Famous Hero
posted June 24, 2008 11:30 AM
Edited by ChaosDragon at 11:54, 24 Jun 2008.

Quote:
Destructive might be nice for creeping, but late game it will be sucky. Ofcourse you could equip alot of sp artifacts, phoenix cape and all that, but it will be at the expense of atack which is more potent
Sorc might be good for distract or counterspell but I usually find myself casting mass spells so it doesn't matter too much.

Played a game this WE with some friends,
My Jezzebeth got atack -> frenzy -> powerofspeed, by the start of week 2 she was lvl 10 with 18 atack (14 without artifacts)!!! Damage was so impressive for a second week, I couldn't believe it... One atack by my firehounds would kill nearly a total army. Week 3 I was controlling the major artifact locations. Whooping 30 atack made creeping a walk and once I got to my buddies sylvain hideout I fried him with my hounds and there wasn't much left to talk about.


No, there is no need to equip SP arties, you need only its -50% defence, swift mind is a must perk if you choose destructive inferno, you want to use master of fire effect before your unit dash to your
enemy, so you can inflict fast insane damage. Without it you can use it to support spawns and grunts, as these two is the only units that act after the demon lord, in this case, grunts damage will be super multiplied, still imo swift mind is a must for destructive inferno.

Its the main reason beside searing fire. Forget about the spell, inferno only need its -50% defence.

Why low tier units hit with a very low dmg againts high tier unit, that is because its atk skill is far behind high tier unit defence skill, master of fire can change this. In other words, you can freely choose to atk high tier units with low tier units and still dealing very serious major damage while stealing its retaliation. An equal tier unit will wipe its equal in single blow because master of fire (this is inferno). Giving you more flexible choice in planning who to attack who.

And why distract will disturb you in casting mass spells, it doesn't work like counter spell. Forget about counter spell, that perk is far more useless than distract.

Another reason for sorcery is its atb modifier. Very simple. Dark user againts light user may find this useful in manipulating the outcome of the battlefield, say, inferno againts haven, if the knight doesn't have distract and sorcery, then it will be very easy, and usually they  don't have it.

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Sargeras
Sargeras


Known Hero
the Fallen
posted June 24, 2008 12:10 PM

So in general, i need sorcery/distract and from destruction only master of fire...??? ...what's with other skills ???
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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 24, 2008 12:21 PM
Edited by ChaosDragon at 12:43, 24 Jun 2008.

Imo sorcery is good if you use dark or destruction. It is optional. However, if you use both dark and destruction, it is a must. As for distract, it is simple, is there another good perk to choose in sorcery if you're forced to have expert sorcery and use its perks.

As for destruction, you need only master of fire, searing fire is optional, secret of destruction is only used to get fire spell. A fire ball dealing 200 dmg is acceptable, its -50% defence can cut down tier 7 normal defence (i mean without defence modifer from hero, arties, etc) to beetwen tier 4 to tier 5 defence. It even better if its defence is increased by its hero and arties.

Why master of fire, as i said before, you can have more flexible choice in planning who to attack who, inferno low tier unit can deal insane damage to tier 7 because of this. Inferno demon lord has very high atk, this make inferno tier 1-3 atk equal to tier 7 defence because of master of fire, except magma and lava dragon as this creatures is immune to it. In equal atk and defence, you can tell what i mean. And for inferno tier 4-7, the damage boost is good enough to deal one hit kill blow to that tier 7.

The reason for destructive is more abstract, i mean its more of tactical reason than raw power.

Now, for another destructive skill, Mana burst is useless, cold death is good, still, master of fire is better because inferno is about creature, demon lord SP is too low to use ignite to it maximum effect,  master of ice and lightning can work well if you have sorcery, it's tactical reason, not raw power, sap magic is good if you have defense->protection (however inferno will usually take attack than defense)), fiery wrath bonus dmg is far behind master of fire effect, though in original H5, haven troops can deal 10k bonus dmg with fiery wrath, dunno if this is a bug or not.

I never do any math about this, it was purely based only from my experience. As long as this master of fire work well with me, i will use it.

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Sargeras
Sargeras


Known Hero
the Fallen
posted June 24, 2008 12:52 PM

Excellent approach ChaosDragon... will sure try this later...
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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 24, 2008 12:56 PM

Thanks, beside, i'm bored with dark magic.

And dunno why, my final fight is often easier now with master of fire, especially againts haven, and sylvan.

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Laue
Laue


Adventuring Hero
posted June 24, 2008 07:39 PM

So far I can't find a creeping strategy which would be as effective as Deleb's creeping. I wanna use Elzabeth, but creeping takes too much deaths, as I don't have that much damage.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 24, 2008 07:45 PM
Edited by Warmonger at 07:32, 26 Jun 2008.

Use Nymus to summon massive stacks just before your ranks to protect them from infantry. This is especially effective against large creatures and can be helpful even against hundreds of them.

Shooters can be dealt easily just with Mass Confusion supported by Swiift Mind.
Against some big stacks of dragons / casters there's nothing better but the vampiric Pit Spawn.

Still, even three-digit amounts of Seraphs and Red Dragons can be stopped just by sacrificing single Imp. I'll post a recording as soon as I have a chance to win such battle.

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Laue
Laue


Adventuring Hero
posted June 24, 2008 07:49 PM

That sounds quite impressive.
Info please
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ChaosDragon
ChaosDragon


Famous Hero
posted June 24, 2008 10:23 PM
Edited by ChaosDragon at 22:26, 24 Jun 2008.

There are two path for jezebeth if you don't have war machine or dark magic.

Jezebeth fast creeping-> take hellfire, consume corpse, mark of damned, and mana regeneration, you can take destructive and searing fire if you don't have enough spellpower, be sure to get fire spells asap. Destructive is optional.

Jezebeth strong in late game-> take hellfire, consume corpse, mark of damned, and aim for distract, you can take destructive and searing fire if you don't have enough spellpower, be sure to get fire spells asap. Destructive is optional.

Then, get succubus mistress, split it to 3-5 stack according to your need, have several or more demons as tank, or even some imps because imps can gate before it is shot by a shooter, againts caster the same tactic also apply. With this you can kill 50-60 hunter, druid, etc (except archmage), againts horde of archmages you need tactic.

Againts lots of tier 7, every path is similar, your mission is to last as long as possible with few to several creatures while you make fun of them with magic.

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Laue
Laue


Adventuring Hero
posted June 25, 2008 10:27 AM

Well the only problem with hellfire is that when you have low levels and little mana, hellfire can only trigger 3 or 4 times, and consume corpse doesnt help much.
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ChaosDragon
ChaosDragon


Famous Hero
posted June 25, 2008 10:34 AM
Edited by ChaosDragon at 10:42, 25 Jun 2008.

Nope, i've tried it myself.

3-4x hellfire is enough, inferno troops work together little by little, and a little bonus dmg count. Example of this is in Map called Peninsula, you can break the guard to the underground at day 3 or 4 with just hellfire, 1 spellpower, 2 knowledge, vermins, demons, and hell hounds (not cerberi/fire hound), and this is done in hard or in heroic. You'll usually lose 3-6 imps, however without hellfire you will lose 15 or more, see the difference?

Instead of being skeptical, why not try it.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 25, 2008 10:39 AM

If you get slow melee guardians maybe.
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