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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Dungeon faction magic or melee?
Thread: Dungeon faction magic or melee? This thread is 5 pages long: 1 2 3 4 5 · NEXT»
MarcusX
MarcusX


Known Hero
*happyface*
posted August 20, 2008 10:50 PM

Dungeon faction magic or melee?

throughout my experiences of playing as the dungeon faction I have experimented with different things and one of them was which are you further ahead doing. taking your hero and up-ing his attack and defence. or advancing his magic abilitys.

I thought that the Dungeon faction would be the optimal faction to do this post on because of its many close combat units.
As well as its magicly inclined heroes.


my personal opinion is to purchace a hero with a magic specialty and get her/him the most spell powerI can and leave my attack and defence basicly alone.

So now I will open the doors to the many other Dungeon fans out there
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted August 20, 2008 11:05 PM

Well, first of all, Enlightenment is a very powerful skill and it increases both your might and magic capabilities (More Attack, Defense, Spellpower and Knowledge)

I also like to take Destructive AND Attack.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 11:21 PM
Edited by Elvin at 23:25, 20 Aug 2008.

There is not one correct way to play dungeon, it can work either way. However no matter what the build it is recommended that you have destructive anyway. Now here's the idea:
Early on you can own opponents with a destructive rush while armies are still weak, later you can't. Also while your army grows so does its overall damage and in turn elemental chains, a grim raider charging to hit can deal insane damage - imagine if it gets a 40% boost against the favoured element. As Asheera already mentioned enlightenment boosts both attack and spellpower that are a warlock's natural strengths.

The problem with a might only build however has certain problems. You have low defense and your units perish pretty fast or you have no counter against dark and I've seen what happens if your units get frenzied or puppeted.. To this there are two solutions, one is light to preserve, resurrect and buff yourself, the other destructive to try and finish the battle quickly.

Edit: Btw you may notice that in big scale battles a fireball can be infinitely better than a well placed meteor. With master of fire it halves enemy defense so in a way it is a 'might' spell.
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MarcusX
MarcusX


Known Hero
*happyface*
posted August 20, 2008 11:26 PM

I also like to take Destructive AND Attack.


good point I guess for me I like haveing one ultimate hero and i like ot when I can blow the hell out of everyone with magic LOTS of fun.


but I have also had lots of luck with advancing my attack and defence. the only thing is the AI LOVES spells and then you cant counter them.

of course there is the AND that you have. But I personaly like blitzing the crap out of my opponents and usualy I don't have enough time to really upgrade both
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 11:30 PM
Edited by Elvin at 23:43, 20 Aug 2008.

I rarely take attack However leadership, light and luck can be pretty good choices. There's not much in attack that I would want, maybe power of speed and retribution that you rarely get anyway.

Something that samiekl suggested was warmachines with flaming arrows and destructive. From what I saw it was pretty effective but never tried it myself.
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MarcusX
MarcusX


Known Hero
*happyface*
posted August 20, 2008 11:40 PM

Something that samiekl suggested was warmachines with flaming arrows and destructive. From what I saw it was pretty effective but never tried it myself.


thats what I do any time I play Inferno I get Deleb and upgrade her ballista. FLAMING DEATH but seriously the advanced war machiens thinghas saved my skin on numerous ocations.
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted August 21, 2008 02:37 AM
Edited by Zenithale at 02:43, 21 Aug 2008.

Here my ideal Kythra:

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Isabel
Isabel


Known Hero
Dragonblessed
posted August 21, 2008 02:58 AM

Quote:
Here my ideal Kythra:



A good combination of Might and Magic. You have leadership for might, and defense + destructive for magic, plus luck to boost both ways. I prefer Socery over leadership, though. Dungeon's might is usually not "might' enough and I think it is better to stick to destructive.

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MarcusX
MarcusX


Known Hero
*happyface*
posted August 21, 2008 03:30 AM

the only thing you don't have that I would get is the empowered spells they cost more mana but pack a huge punch

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 21, 2008 10:19 AM

why estates, why magic resistance? Where's enlightment?

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Sargeras
Sargeras


Known Hero
the Fallen
posted August 21, 2008 11:33 AM

...i think Kythra starts with estates, don't know whats with resistance & enlightment...
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 21, 2008 11:37 AM

ah, missed the fact it's Kythra.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted August 21, 2008 12:08 PM

I can't believe you play with Kythra and not aim for Retribution
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 21, 2008 12:22 PM

I've learned that Enlightment is a MUST for Warlocks, as is Destructive... both Luck and Sorcery are great for Warlocks, I'd go for both...

I've also learned that some skills go well with some heroes.

Logistics is very good with Yrbeth especially (helps you compensate for Dark Ritual)

Defence is particularly good for Yrwanna and Kythra

Attack is something I prefer with Sorgal (he already starts with it?) and Vayshan

Summoning is Good for Vayshan: a Strong Firetrap is a big advantage durung creeping. (however, don't rule Destructive out, it's still a winner)

Leadership, and Light are very Good for Warlocks.

War Machines is Okay, Dark Magic is only average

Fact is, almost every skill works well with Warlocks, and I think this highly compensates the lack of unique skills Dungeon has.
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samiekl
samiekl


Supreme Hero
posted August 21, 2008 01:59 PM

Quote:
I can't believe you play with Kythra and not aim for Retribution


Kythra and Lethos are my fav dungeon heroes. With Kythra i never go for retribution

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MarcusX
MarcusX


Known Hero
*happyface*
posted August 21, 2008 02:05 PM

I totaly agree with Lexxan enlightenment is really great and with destructive you can wipout anyone. its especialy usefull vs nutrels.

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted August 21, 2008 03:20 PM

Quote:
why estates, why magic resistance? Where's enlightment?

Well as Sargeras said, Kythra starts with Estates.
I don't know why you ask about Magic Resistance . IMO it's one of the best skills of the game.
About Enlightment, I dont need it with this hero of might because my Power isn't important: I use Fireball/Firewall to decrease enemy Defense to increase the physical impact of my army. I don't like a full-magic hero. Win a fight with 1 or 2 empowered Armaggedons or Meteor showers is just icky, IMO.

Retribution is a very powerful skill, but need a lot of pre-requisites: 2 levels in Attack (Fiery wrath do the same for 1 skill point), battle frenzy (bad with few low tiers) and recruitment .

Instead of Last stand I like Power of Endurance too.
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ebbafan
ebbafan


Promising
Famous Hero
posted August 21, 2008 06:52 PM

the warlock can be a decent hybrid of might and magic(m&m)

the important thing to do is to pick skills that have both might and magic consequences and are passive in nature so that they don't interfere so much with your casting

ex.

luck - generally might, but if you have warlock's luck, it becomes both m&m

enlightenment - both m&m, as someone pointed out previously increasing stats, intelligence + mentoring fantastic for this hero

leadership - generally might, but if you get empathy, it becomes m&m

defense - a crucial but hard to get skill, generally might, but if you get last stand, you will be assured of having a few more casts, unless mana runs out!

destructive magic - a must have; as elvin pointed out, some spells/perks have serious might consequences: master of fire, fiery wrath, cold steel, deep freeze, master of ice, master of storms

elemental vision is also crucial for m&m lategame.

an example of a bad non-passive use of magic for might is phantom forces. you have to spend a caster's turn to augment your army, a bad idea. fireball with master of fire on the other hand damages the enemy while lowering their defense at the same time. warlock's luck, fiery wrath, cold steel, and empathy don't waste your hero's time either.

btw warlock is the only character that can get both swift mind and teleport assault, so if you like a hydra first strike this is the way to go!

artifact sets can also enhance some of these abilities: ex runic set enhancing elemental vision, lion set enhancing empathy, etc.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted August 21, 2008 07:02 PM

Quote:
btw warlock is the only character that can get both swift mind and teleport assault, so if you like a hydra first strike this is the way to go!
I checked the Skill Wheel and you can't get both
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eugen_cosmarul
eugen_cosmarul


Famous Hero
hey
posted August 21, 2008 07:03 PM

I've checked it too and it does have them.

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