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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Duel Tactics
Thread: Duel Tactics This thread is 18 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 · «PREV
DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted January 11, 2013 11:05 AM

Orcs are just too quick esp with Aura swiftness and tactics, nearly all troops can get across on first turn....wizard just doesn't have enough time to cast spells....

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RedEmperor30
RedEmperor30


Famous Hero
posted January 11, 2013 11:15 AM

wiz vs orc

Elvin what build would you suggest to combat orc build:

ORC build

expert rage

enlightenment
bloodfire
stamina [dark revelation for extra skill]

leadership
aura swiftness
battle elation

attack
tactics
retribution

luck

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 11, 2013 12:05 PM

No defense? I prefer it over luck, makes you better all around. Academy may not be as hard hitting but if you lack defense they can wear down your army faster than one would think. No matter how powerful the first wave is, orcs will typically fall if they miss shatter dark. I have turned around a game where first executioner attack killed all but 2 of my rakshasas A good puppet early(taking care to avoid a possible fear my roar counter) can cripple one damaging stack, if not then you can go for mark of the wizard and start spreding blind all over. Starting with chieftains naturally though warlock's command might mess up that plan At any rate make sure you disable 1-2 stacks early, that will severely drop their tempo. After that you follow up with mass slow/weakness/suffering(the latter two only if they lack shatter dark), phoenix(keep an eye out for fear my roar and expect that shamans will attempt to slow it), firetrap(situational), arcane crystal(esp with motw), blade barrier, the occasional consume artifact for a swift resurrection and also to manipulate your atb for a well placed spell.

If orcs lack defense then the djinns can charge straight and attack centaurs or executioners(if he hasn't chieftains), a bit suicidal but it can severely cripple a stack if you are lucky. Alternatively you neutralize their luck or block a stack that comes for your titans. Init boosted gargoyles are better for that. With init arties your shooters will normally play faster and catch orcs with their rage down. Rajas may sound a safer choice with no retaliation but kshatras are the better choice, they manipulate the movement of stacks just by being present and they can also reduce rage from multiple units. Just don't use dash unless you have control of the field. If you can get attack be sure to pick battle frenzy(or tactics) and defense offers the wonderful mass endurance spell, also a good starting spell. Hell, light magic is worth it just for mass endurance though stormwind is sweet to have. Always pick enlightenment(mana, power and more importantly artificer strength) and sorcery. Rest is up to player skill but the basic idea is to disrupt enemy momentum and mess up their first turn as much as possible.

A few things: Vampirism is nice but only when you have control of the game, if you use it prematurely you will lose momentum. It is a good combo with phoenix because it makes it immune to fear warcry. Phoenix is also a support spell, never summon while the opponent outdamages you. Motw + wasp or hive if you feel very lucky or have a plan can stop orcs dead in their tracks, blind is not the only way. If a unit is disabled let it be and focus on others, its rage will go down over time and you can take care of it later. Shamans can be used against the orcs, not only do they cast slow but their attack afflicts targets with weakness, slow, suffering and vulnerability if I remember the order well. So making them attack a unit with weakness will then slow it. Warmongers are also exploitable, make other units attack them for double retaliation. They will likely be the last unit to stand, save enough mana for them. A blind unit can be surrounded by arcane crystals, two at a time if it has been marked. That can bring it down in a massive chain reaction ^^ Avoid frenzy if possible, it boosts their rage immensely. Finally, do not underestimate the goblins, attack them when possible to make them run away. They are fearsome with blood frenzy.

Not sure if I have forgotten something..
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RedEmperor30
RedEmperor30


Famous Hero
posted January 11, 2013 12:18 PM

Okay great, double and i are going to duel it up a couple of matches with wiz orc to figure it out.

it is like running the gauntlet though,shatter dark could be a spanner in the works but let's see, i have one remedy which is extremely difficult to get - swift mind, got this once against double nature, cast the wrong spells and lost but took control over key troops, nature very high initiative!!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 11, 2013 12:25 PM
Edited by Elvin at 12:27, 11 Jan 2013.

Don't like it much(for wizard at least), 4 levels is too much. Can be nice with puppet and decent spellpower though, one of the reasons I never picked executioners. Too risky if opponent has lucky initiative and the right spells
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Map also hosted on Moddb

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted January 11, 2013 12:29 PM

Thanks for a great post Elvin

Still, I think the most difficult match up for Wizard is the Orcs (in the duel maps).

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