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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Strategist's corner - advanced strategies, opinions and advices * Luck or Leadership
Thread: Strategist's corner - advanced strategies, opinions and advices * Luck or Leadership This thread is 3 pages long: 1 2 3 · «PREV
natalka
natalka


Supreme Hero
Bad-mannered
posted May 28, 2010 03:52 PM

Mass cleansing doesn`t work - we have tried. Necro keeps on decaying and haven finishes mana very fast.

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted May 28, 2010 04:33 PM

It works, just use it wisely... erase the decay, but also the endurance from the necrofags. I am more worried about the destructive spells now, than the decay, which has so so many counters... we can even experiment them

Also Mass Righteous Might is a partial counter, as the extra damage dealt far exceeds the damage taken from Decay.
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natalka
natalka


Supreme Hero
Bad-mannered
posted May 28, 2010 06:29 PM

First mass decay is on the small paladin stack , crossbowmen ...there are no necro creatures there. If necropolis have enough spellpower even cleansing each half turn will do nothing when necro keeps decaying.
Immunity - ok 1 stack is saved . It opens room for 2 decays, decay+puppet maybe .

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 28, 2010 09:32 PM

Cloak of sylanna doesn't reduce decay dmg even though slippers increase it..
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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted May 28, 2010 10:21 PM

now that is weird
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natalka
natalka


Supreme Hero
Bad-mannered
posted May 28, 2010 10:21 PM

Have u tried it? I think it reduces.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 28, 2010 10:38 PM

You've been playing arena for ages and you never noticed? Just re-confirmed it and checked the formula, wasn't just my idea.
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natalka
natalka


Supreme Hero
Bad-mannered
posted May 29, 2010 01:46 PM

I play arena and not duels , that`s the point. I rarely get the cloak in arena if I played duels I would know that maybe.

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted June 04, 2010 12:34 PM

An interesting debate is the Leadership vs Luck one... On many maps, artifacts are so common that you enter the final battle with +5 luck/morale without even having any of the two skills, and the final battle can be a roll of dice... but there are also maps where you have to be lucky to get 5 luck even with Luck skill, and those are the maps I enjoy more. Arena and Duels also don't feature such artifact abundance, so these two skills are important here.

At first sight, Luck is the better skill, offering 10% chance of double damage/level, while Leadership offers only a 10% chance of 50% faster turn/ level, which would sort of translate into only 50% extra damage...

Only things aren't that simple... you start with 2 morale already and adding another 3 to the mix, leads you to the magical total of 5, which means 50% of morale... which is almost twice as much as 30% from luck, and that thing is really really noticable in battle.

On top of that, with every morale you get, you get an extra chance to deliver a special ability like Bash, Paw Strike , Fear etc. which give this morale redoubled value.

There are upsides to luck too, like the retaliations are much lower which is very nice... so all in all, the decision is hard, and it depends on town.

Not gonna finish my full analisys, I'll just say that I tend to prefer morale, but I'd like someone to cut in with it's own conclusions.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 04, 2010 01:56 PM

I tend to lean slightly towards leadership but it rather depends.

For instance with sylvan I'd rather have luck unless I intend to charge a turtling faction where leadership offers that lovely aura of swiftness.

Dwarves definitely could use the extra initiative but they rely primarily on triggering specials and multiple attacks so luck and especially soldier's luck seem better. Besides being the tough guys they are, having powerful retaliations and crippling effects can be a powerful combination. Watch as the opponent smashes his face on their protective wall and gets battered by the retaliations.

Dungeon is cool with leadersship.. Except there are few factions you'd rather charge with swiftness and I don't always trust empathy. Instead I feel that luck with chains dishes some good short term damage even if only for the might attacks not to mention wwarlock's luck.

Haven I prefer leadership to the point I rarely get luck, the empathy/retribution/defense/light combination works good enough for me. I might occasionally swap luck for defense but it's a bit of a gamble if the opponent manages to get defense plus good offensive capabilities - even if opponent faction is academy or dungeon.

Orcs are definitely the leadership types both for the skill and its abilities. Helps you build up rage asap which is usually all that matters, if opponent manages to hit your units often between actions you will die swiftly. That said I like to pick luck vs academy/dungeon since it adds to the pressure.

Inferno I normally pick luck but mostly because morale is rare. Swiftness and mass hasted good morale units can build incredible momentum so I think I prefer leadership given the option.

Academy I am undecided. If I know I can outlast the opponent morale would get my vote, academy's natural initiative plus mass haste/slow/mini arties can be overwhelming. If I am more pressured I might pick  luck in the hopes of getting good good hits early but in truth neither skill is really important for my wizards. Maybe leadership for empathy and retribution but those are rare cases.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 04, 2010 02:05 PM

To me it depends on whether I want to do quite a lot of damage in a short amount of time, or would like to act twice in one cycle.

Morale doesn't nessecairily mean more attacks. It means more actions. In case of an Inquisitor, the can attack twice, OR cast Endurance (example) twice or cast Endurance and then attack. Leadership is great for armies with many creatures because it enables them to use their special abilities more often (as Towerlord already noted). (However, it's also good to have Luck in this case, for the Soldier's Luck perk, that triggers specials that can't be activated)

I also find it extremely handy in creeping (even more than Luck), as it allows me to get you troops out of harms way (of creatures like -for instance - Bear Riders and Wights), or reach shooter/Casters like Magi and Crossbowmen much easier.

Finally, if the Hero has the Empathy perk, they too have "morale" of their own (kinda), and get to act more often than they would otherwise.

Luck increases the Damage of a unit rather than the amount of actions this unit can undertake in a given amount of time. I find it to be better than Leadership in situations where I don't have to rush my troops around to keep them save or get them to block shooters. It's incredibly powerfull if your army has units that can dish out tons of damage with one attack (think "Arcane Archers" or "Maulers"), and has probably the best basic perks of any skill: Soldier's Luck that helps activated abilities of creatures to trigger more often (I though 25% more often, right?), Rescourcefulness, which is a very good skill for scouts and supply heroes, and Magic Resistance, which is good all-round.

However, I often skip Luck and Leadership in Single-player (which is the format I play most often), because of the enormous abundance of Artefacts/Temples/Flags/Idols/Fountains, unless I really, REALLY want access to their perks (Soldier's Luck, Empathy, Divine Guidance, Aura of Swiftness, etc). In Duels I don't have any legit access to arties/Fountains/Temples/Etc at all, so there I'll pick them if offered.

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted June 04, 2010 05:13 PM

Yes, it very much depends on town... Dungeon and Academy are out of the question as Empathy is too good for them, to even taken luck into consideration as alternative. If only an artifact with +2 luck is around and destructive, Warlock's Luck might flip the balance more towards Luck skill.

Having settled those two, I would like to outline another advantage of morale vs. luck:

When your troops are Puppeted or Frenzied, with luck you face the risk of having them turn very badly against you, while with morale... your hero will most likely be able to cure them.

But the thing that stands out the most, for morale, is the combo with attack and retribution. That gives your troops +25% extra damage on all attacks, and that kinda settles it. 3 luck is statistically 30% extra damage, so that retribution makes up for it, leaving Luck with very few points for itself. Even for the traditionally luck oriented Elfs, it seems that Leadership is the way to go.
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Kispagat
Kispagat


Famous Hero
posted June 04, 2010 06:06 PM

I think luck is a very rare choice in a normal game. I can see two huge advantages on morale's side.

The +2 coming from ur native faction mostly enough to get max 50% (cuz morale decreasing arties and boosters usually level). While luck's average is 30% only. This is the active part, as they need to trigger, and you can not plan them really precisly.

Other thing is I find the leadersip skills and connected combos way more effective then luck's skills. Retribution, aura of swiftness, gate master, divine guidance, battle commander, artificial glory are passive and very strong skills. Passive, I mean that permanently works,  does not need to trigger, therefore plannable.

Also, empathy is almost passive skill, since in first rounds you can be sure that statistically they will boost your hero, until you have 6-7 stacks.

Luck's passive skill is dead man's curse is only -1, tear of Asha's vision usually does not play, spoils of war is not for main heroes.

Active skills are magic resistance is quite low with its 15%. Even with dwarfen luck its not enough. Warlock luck is quite strong, but usually prequisites are not easy to get.

All an all, morale seems to be a better choice atm.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted June 10, 2010 11:04 PM

Quote:
Just make sure you have Storm wind to cripple the Vampires!


lol ? stormwind affects teleporters ?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 11, 2010 01:42 AM

You shouldn't be surprised by anything Nival made. Either way teleporting in this game is essentially the same as flying.
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