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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Stronghold - The Power of Rage.
Thread: Stronghold - The Power of Rage. This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
kermit
kermit


Known Hero
Soul hunter
posted July 17, 2008 04:17 PM

Quote:
I'm barely beginning with orcs( take it easy on me ), so i have some notices and questions for you guys...? and girls too

Now creatures...
Goblin i like - they are many and they are , i always upgr. them in trappers (more durable, usefull and they look awesome)
...though i wanted to ask: Can Set Snares halt powerfull stacks like paladins and flyers like emeralds? Can Defile Magic defile light, summoning, destruction spells?

Slayer - along cyclops they pawn!; i prefer executioners cuz they're brutal; cleave, moral, frightful aura (ahh... reminds me of nightmares, offtopic demons are my favorites)
...a couple of questions: in other posts i read that Chieftain is the best upgrade because of Order of the Chief = if someone care to explain it to me why? (i don't see it that way)
...and one more: if i link a hero with powerfull blow to executioners whould he be attacking twice when cleave happens?
(or when assault triggers for maulers)

Cyclop - haha one of the best looking unit in the game IMO... i upgr. them to untamed = they just pulverize!
...question: how much damage Goblin Thrower does?



Goblins set snares ability has always a chance to trigger for units that WALK on it, so paladins would be stoped while dragons would FLY over it. The bigger the golblin stack the higher the trap chance to trigger and inversely the bigger and powerfull the WALKER stack the lower the chance of success. Paladins in numbers would be hard to stop but far from impossible.

Some people like chieftain upgrade because it can speed up the cyclopse's turns up to 60%. This means cyclops acts alot but chieftain doesn't. The question is would you do more damage with a cyclops stack acting more often or with an executioner stack? I think if cyclopses can make good use of their crushing blow, it's better to use that ability, also it's good for rushing the enemy lines. Chances are you get your cyclops in the middle of oponents ranks before they can move their slower units.

Goblin Throwing does 50% normal damage, if the target is out of range a 50% penalty is applied giving a standard output of 25% of cyclops normal damage, not a very good deal in general.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 28, 2008 04:42 AM

Ok.  Never..and I mean EVER underestimate the Stronghold hero that adds extra goblins every week and increases goblins strength.  He is a MONSTER, especially if you can get Horde's Anger.  In a late game against Sylvan I had like 700-800 goblins.  (Think month 2 week 2?).  That is just a bit crazy.  Horde's Anger started out doing 1k damage.  That is more then some dungeon gets with their spells non-empowered wise.  Just wish the goblins were a bit faster.

Now I know what you are thinking.  Each week you will only get his level in goblins extra.  Big deal right?  Don't forget that every one of those increases in strength with his special.  With garbage pile, a external building (or 2), and castle he can get nasty fast.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 28, 2008 08:52 AM

Why would anyone allow a game against orcs reach month 2 week 2?
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 28, 2008 09:28 AM

It was a bit hard for us on a lanparty to get a faster game on art of war 6 weeks was the minimum.

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted August 28, 2008 04:19 PM
Edited by phoenixreborn at 16:19, 28 Aug 2008.

Are the orcs so weak in the first month that they will fall to a Sylvan 'rush'?

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 28, 2008 04:25 PM

Well, no not actually.  Stronghold can be good at any stage of the game, but the earlier the better it seems.  They grow insanely fast creature wise, and start out a bit hampered in creeping, so will be lower level at first.  Unless they get lucky and everything around them is walkers that is.

Also the chances of them having shatters are drastically reduced.  Reduced rage levels, not starting out with rage, and general slowness of their creatures can hamper them a lot.
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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted August 28, 2008 04:28 PM

I've probably played the most against Stronghold opponents than any other faction.

I've attacked as early as day 16 and gotten flattened by a triple flaming ballista.

If I go late game the rage is too strong and I can't hurt the creatures fast enough.

I think I'm going to have to try some crazy inferno rush thing with tremendous initiative and war machines.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 28, 2008 04:31 PM

TFB (triple flaming balista) was nerfed in 3.1 I think.  May not be quite as potent now.  Personally I have to learn other towns.  I might even be 'ok' with stronghold now, but the other towns I think a 3 day old kitten could beat me.
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adon
adon


Known Hero
posted August 28, 2008 05:12 PM

Warrior upgrade is interesting to me, I can't ignore the difference in hitpoints between the maulers and warmongers. 20 hitpoints v 12? That is HUGE. With their numbers + rage + high defense + double damage retaliation + taunt = Win.  I just wish they had large shield ability to protect against shooters and they would be the perfect tank.  

Maulers are good as well but assault doesn't seem to trigger enough and they are too frail in comparison to Warmongers.

I like Haggash but want to try the goblin guy out now just to see how it works on a longer map like Dragon Pass.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 28, 2008 05:19 PM

If assault triggers, Maulers are one of the top damage dealers of stronghold. I wouldn't call them weaker than warmongers.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 28, 2008 08:47 PM

I agree with Doomforge.
Maulers are strictly offensive unit(like the whole Stronghold) and with aid of Soldier's Luck it's realy devastating unit. After the first blow they lose some RG points but when assualt triggers its wham an they can do pretty god damage.
warmongers special abilities relay on waiting if some one attacks them or neighborhoud creatures, and who would melee attack, if he has choice, a creatures who deal more damage on retaliation, or have unlimited one(like Griffins or Ancient Treants while Take roots).
Those creatures are uselly first target for ranged/nagical attack.

For Stronghold the best defence is offence so IMO Mauler is better.

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adon
adon


Known Hero
posted August 28, 2008 09:50 PM

To each their own, but remember level 1 rage--which with a few basic perks is automatic--for warmongers is another +8 hitpoints.   28hp + the rage to absorb + the highest growth rate of all level 3s = one amazing tank.

I usually have enough offense from the centaurs, executioners and cyclops (if I get them) that its nice to have one unit that can take a massive amount of damage. And with unlimited retaliation (rage 2), double damage on retaliation, and taunt (soldier's luck affects this as well I believe), you get a really great mix of defense and offense.

eg, I had a lucky retaliation (4 times normal damage) do over 5k dmg in week 5 with warmongers who took a blow meant for my centaurs in a game this morning on dragon pass (with dwelling to boost numbers).

But yes, Maulers have a great use if you are going all out offense. I just find them too frail with 12 hp each (less than master hunters unless you've got rage!)

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 28, 2008 11:11 PM

Hmm about unlimited retaliation (rage lvl2)i wonder what happens when for ex. it has BR LVL2 it is attacked loses some rpoints retaliates and it's now LVL 1 BR, with the next attack he will retaliate or not

Higher Blood Rage Lvl are sometimes hard to defend/hold for a time.
But you are right that after Cyclops the Warmonger is second best damage/attack absorber/blocker.

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RedFury
RedFury


Hired Hero
posted August 29, 2008 12:08 AM

Well rage points are hard to keep, and the +8hp and unl. ret. are lost too soon, unless you intend to use some call of blood on them. But since there are better warcries to use (or on better creatures), it's good, that the maulers get an extra 100 rage (not to mention the extra damage points) per turn with the second attack. And since Rage is the self regenerating "Arcane Armor", IMHO it's worth more that the couple of extra HP the warmongers provide.
And I didn't even start to mention the maulers increase in init (more than 22%), speed (25%) and damage (25%-150%-with 2 shots). Warmongers do have a higher def., but let's face it, Att and Def differences get nullified with hero stats(20 vs 22, not so scary anymore), and the only stats that do matter are dmg, init and speed, where the maulers own the warmongers 3 times over.

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adon
adon


Known Hero
posted August 29, 2008 05:42 PM

Again, have to agree to disagree.

Neither the maulers and warmongers are not going to cross the field in one turn without significant help from the boots and a few perks like tactics and power of speed (which I'll give you I like to have all 3).  But in which case you can reach something to wack with either of them.

Initiative is important I'll conceed, but again neither warmonger or mauler is going to act first in any combat. While we're talking about important stats, you leave out hitpoints. 28 v 12 is a whopping 150% difference. Combined with rage you're not going to have many losses even from a big hitter.  Combine that with taunt and the double damage retaliation.

But whatever works for you I guess, the point of stronghold is certainly all out offense but I have found defense to be a great skill for them and having one unit with massive tanking abilities (besides cyclops which you may not see or at least not many of) I find the warmonger works great.

Sorry to the moderators, this thread is becoming a creature upgrade analysis thanks to me and I'll stop now!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 29, 2008 05:48 PM

Actually it's 28 vs 17, maulers get hp bonuses too.
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Vexon
Vexon


Adventuring Hero
posted August 29, 2008 06:53 PM

Not reading through 5 pages to see if this has been mentioned yet, but should you be using Word of the Chief while you've got the Stunning Blow perk, you might stun you own creatures, which isn't that fun.

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nosfe
nosfe


Adventuring Hero
posted August 29, 2008 06:55 PM

its useless, does too much damage, why would i want to lose a cyclops only for it to move first?

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RedFury
RedFury


Hired Hero
posted August 29, 2008 07:31 PM

For it to kill a cyclops you would have to be lever 40 or more, and even them rage would probably more than enough to preserve one. And i think it's worth sometimes.

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nosfe
nosfe


Adventuring Hero
posted August 29, 2008 07:33 PM

or play with Kragh

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