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Heroes Community > Heroes 5 - Temple of Ashan > Thread: banshee howl
Thread: banshee howl This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 07, 2010 01:17 PM

Haunted Mines.

I have my doubts about the whole matter, regardless.

Haunted Mines requires by Summoning Magic and Leadership. Each Hero can only learn 6 skills in total, and ALWAYS starts with their racial skill (in this case Necromancy). In the case of Necromancers, each hero starts with AT LEAST one other skill ( Naadir and Raven, who start with three skills -including Necromancy -, all the others start with two skills -again, including Necromancy- and one perk)

Haunted Mines sounds cheesy, but imo it undermines what could otherwise be an excellent Necro build. It all depends on the Hero however, AS WELL AS do you want this Hero to be your Main or not?

Main Hero:

Zoltan, who starts with Enlightement, NEEDS to learn both Summoning and Leadership (good luck on the latter). He then only has two slots left, which means he'll miss out on either Dark Magic, Logistics of Sorcery, three imo essential skills for a Necromancer. However, he can manage without Sorcery as has the perfect build for the "Swift Mind" Perk. Not ideal, but passable.

Raven starts with Dark and Destructive Magic, and is easily worse off than Zoltan. She too needs to learn Summoning and Leadership. THREE MAGIC SCHOOLS + LEADSERSHIP? That's not good at all. In addition, she only has ONE skill slot open for Sorcery, Enlightement or Logistics. (and let's fact it, the best choice is Sorcery, for her 3 schools, but without Enlightement she is - as a way of speaking - totally ****ed.). No-No on Raven

Then there's Kaspar. Just like Raven, it's a no-no. He, like Zoltan needs to learn learn both skills AND has two slots left, but unfortunately for him, War Machines is quite possibly the worst Skill for a Necromancer, especially long-term. In addition, this means Kaspar MUST Skip two of Enlightement, Socery, Dark Magic and Logistics... Not cool at all.

Naadir is interesting. He starts with Summoning, and only needs to learn Leadership. He has two skill slots ready (for two of Sorcery, Enlightement or Logistics - and in extremis - Defence), and therefor has the same capabilities as Zoltan. Not bad, but I find it a lot better to skip Leadership in favor of for instance, Logistics. (NOTE: Naadir can learn Haunted Mines at Lvl 7, opposed to the others at lvl 8)

Deirdre - See Zoltan. Dark is an important Skill for Necro, so she isn't nearly as handicapped as Kaspar is by Leadership's inclusion.

Vladimir is indisputably the best candidate for the Haunted Mines Perk. He starts with Summoning Magic, AND with the Master of life perk, meaning he can get the perk AS SOON AS Level 6! (In addition, he has THREE Skill slots left to pick whatever skill he wants to). IMO the only good choice for the perk.

Orson starts with Defence and while this is a good skill for Necro, it isn't (at least, under generic circumstances) not as good as Englightement or Dark Magic as starters ( see Zoltan/Deirdre). In essence, he'll be forced to skip two powerful skills in Sorcery/Englightement/Dark Magic/Logistics, and that is imo a real pity.

And Finally Lucretia: Sorcery is good (though not as essential as Enlightement or Dark or Logistics imo), but her case is equal to Zoltan/Naadir/Deirdre's. okay Candidate, but not really favorable imo.

For a main, I would only recommend it for Vladimir, although Naadir can help himself as well if given the perk. Zoltan, Lucretia and Deirdre can do well, but I'd advise against it. SKIP with Kaspar, Orson and Raven.

For a Supply hero, it is quite an okay skill. Mentor the Supply Hero (or even better, visit Leadership Witch Hut and then Mentor), give him Haunted Mines, learn Logistics, and capture enemy mine after enemy mine. Excellent strategy. I still wouldn't do this with Kaspar and Raven, but All the others (as they're only scouts/Supply Heroes) will manage just well.

Ultimately, I find Haunted Mines a good perk, but when push comes to shove, there are better skills/Perks Main Necros can work towards. It IS worthwhile for scouts tho, as it is a great skill to stalk enemy lands with and capturing mine after mine (with the Enemy being forced to muster an army powerful enough to defeat 25 ghosts), aggravating your opponent to no end (if they are human ofc).



(Question: do they also haunt you own mines when they visit them?)



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MageOfDestiny
MageOfDestiny

Tavern Dweller
posted June 07, 2010 05:51 PM

Banshee Howl is useless,i'd never pick it unless i need it in my skill advancement.
Haunted mines can be useful,raaarely...but its true.
In savage games
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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted June 07, 2010 05:53 PM

hello are you new here?
____________
Heroes VI is here and Necropolis is serious trouble!

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 07, 2010 08:07 PM

isn't the point of haunted mines that you can add those ghosts to your main army?

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trout0r
trout0r

Tavern Dweller
posted June 08, 2010 08:43 PM

Quote:
isn't the point of haunted mines that you can add those ghosts to your main army?


That was my original query, I think it got lost somehow.


---

Banshee howl w/ deirdre and/or necro set against high moral/retribution might seems a solid choice to me, no one else seems to think highly of it.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 08, 2010 08:51 PM

It would be if not for Nival's decision to make morale cap 10. Even if you decrease it it can still be maxed at 50%.
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dale
dale


Known Hero
posted June 10, 2010 08:40 AM

Quote:
Battle over by third spell? You must be referring to AI, a decent opponent can keep a necro game going for a long while.


Struth:-}}

I only play by myself against AI.  No human opponents to play.
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Grey Beards of the world, Unite :-}}

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted June 10, 2010 03:33 PM

Quote:
I only play by myself against AI.  No human opponents to play.


Nothing wrong with that.  I'm surprised that you haven't any longer fights though.  Did the campaigns? Done any fan maps?
____________
Bask in the light of my glorious shining unicorn.

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NECROMANCE
NECROMANCE


Hired Hero
Town Pillager
posted April 06, 2011 11:10 PM

its crazy how a no mana spell works great on people especially haven becouse haven are good at moral so his will rally weaken it
____________
raise the dead, raise the
power.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 07, 2011 07:50 AM

Actually it sucks unless maybe with a Deirdre that has cast all the mass spells she has first.
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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted April 07, 2011 09:48 AM
Edited by Locksley at 10:12, 07 Apr 2011.

Sometimes it is almost nice when Deirdre uses it against neutrals in the first week or so.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 07, 2011 09:53 AM

Sure. Of course in creeping you also want to save as much mana as possible so it's your best option. In creeping all I ever needed was raise dead, mark of the necromancer, firetrap vs large units and maybe, just maybe eldritch arrow.
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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted April 07, 2011 10:34 AM

And because it is tempting develop Deirdre's dark magic a bit before getting summoning and MotN is slightly hard to learn for her, it is her stronger banshee howl that saves her in the beginning. After getting some skills and army she is as good as most Necromancers.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 07, 2011 01:21 PM

and in the frame of the tourney?

I have played few duels, but I wondered if it might be better than mass slow.

mass slow :
-initiative decrease is 10% higher
-costs only half a turn (I thought it was the case of banshee howl too, but I read that it isn't?)

banshee howl :
-can it be countered?
-luck reduction is good

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 07, 2011 01:59 PM

Half turn cast. Nuff said.
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TimElapse
TimElapse

Tavern Dweller
posted April 08, 2011 04:06 AM

its not that bad. When your fighting enemies like stronghold, or sylvan creatures, it drops their morale - turns - greatly and if you have death's embrace with you, you're god like
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intelligence
intelligence


Adventuring Hero
The Sacred Guardian
posted April 08, 2011 12:05 PM

Quote:
its not that bad. When your fighting enemies like stronghold, or sylvan creatures, it drops their morale - turns - greatly and if you have death's embrace with you, you're god like


god-like banshee howl is deidre + death's embrace + howl of terror
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No great genius has ever existed
without some touch of madness.
-Aristotle


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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted April 12, 2011 10:45 AM

Howl of terror decreases enemy morale by 6.....pretty cool.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 12, 2011 12:23 PM

With max morale up to 10 not so much.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted April 12, 2011 01:51 PM
Edited by DoubleDeck at 13:52, 12 Apr 2011.

I reckon it's more difficult to get 10 morale for other factions than howl of terror for necro.

Besides, if you have:

- howl of terror (-6 morale)
- artifact Cloak of Death's Shadow (-2 morale)
- artifact Ring of Broken Will (-2 morale)
- Spectral dragons (-1 morale)

Then your morale would be shocking!

I reckon howl of terror is cool, better than unstoppable charge of haven, that must be the worst ultimate skill......or what ya think?

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