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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Strategies against inferno
Thread: Strategies against inferno This thread is 2 pages long: 1 2 · «PREV
Bombur
Bombur


Known Hero
posted June 05, 2011 05:43 PM

Oh and I agree with Elvin about facing Necro or Dungeon in open spaces rather than in castles.

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CliffracerRIP
CliffracerRIP

Tavern Dweller
posted June 05, 2011 05:52 PM

Quote:
That is true, but it depends on initiative, if you face sylvan with Wyngaal, plus maybe some artifacts which raise initiative or decrease yours u might find yourself losing half your army before u even move or manage to gate something.


But you're still better off behind castle walls rather than trying to outmanuevre them in an open field.
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Bombur
Bombur


Known Hero
posted June 05, 2011 05:57 PM

Not really, if u have dark magic and can try to puppet master their archers and set them on each other, but u would have to be carefull when you use the spell because it can be cleansed, or if they are sitting near silver unicorns the spell can be blocked. Walls do offer some advantages, but it depends on luck, morale and of the speels of each player. Waiting for your towers to cause some minor damage to his units while they destroy you from affar even behind castle walls is hmmm... I rather prefer to somehow get rid of his high damage dealers then wait for them to slowly or quickly destroy me

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Bombur
Bombur


Known Hero
posted June 05, 2011 06:00 PM
Edited by Bombur at 18:02, 05 Jun 2011.

If you are referring to a fight in a castle against necro or dungeo it is simple: Necro can puppet master, blind, confuse, frenzy your units, while raising their own + mark of the necromancer which is a slow but paniful way to a humiliating defeat, especially against a good player. And against dungeon, you lose time sitting behind castle walls while he destroys you with meteor shower ,deep freeze or implosion. This is usually in mid game

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CliffracerRIP
CliffracerRIP

Tavern Dweller
posted June 06, 2011 07:33 PM

The dungeon case is easy, you have gated units which he can blast apart until you run out of mana. You can blast apart his units and eat your own slain units (and his) until your the last man with any mana left. And you can still make more.  

With necropolis (or any other dark magic specialised foe) you indeed cannot win, but if you can't beat them join them.  You can practice dark magic also.  Once again you have more units overall.  I would say that the best all-round inferno hero for a siege has the following (in addition to expert gating).

Expert or master gating and gobble corpses.
Destructive Magic (to cause additional 'shooting' damage while you sit behind your walls)
Dark Magic (to slow down enemies, blind shooters and puppet master units)
Enlightenment (to give you more defense and knowledge)
Luck (for additional damage but mainly for the magic resistance)
Defense (mainly to give you evasion skill reducing shooting damage)

If I had to fight on an open-plain I would go for the following.

Expert or master gating and gobble corpses.
Light Magic (to bolster your own units and haste them)
Dark Magic (to destroy enemy buffs mostly)
Enlightenment(to give you more defense and knowledge)
Leadership (to increase the effect of haste so they won't get any retaliations ever)
Luck (to do more damage)
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seelkama
seelkama


Adventuring Hero
Yay! I'm hired. Now what?
posted June 07, 2011 01:34 AM

Quote:
The dungeon case is easy, you have gated units which he can blast apart until you run out of mana. You can blast apart his units and eat your own slain units (and his) until your the last man with any mana left. And you can still make more.  

With necropolis (or any other dark magic specialised foe) you indeed cannot win, but if you can't beat them join them.  You can practice dark magic also.  Once again you have more units overall.  I would say that the best all-round inferno hero for a siege has the following (in addition to expert gating).

Expert or master gating and gobble corpses.
Destructive Magic (to cause additional 'shooting' damage while you sit behind your walls)
Dark Magic (to slow down enemies, blind shooters and puppet master units)
Enlightenment (to give you more defense and knowledge)
Luck (for additional damage but mainly for the magic resistance)
Defense (mainly to give you evasion skill reducing shooting damage)

If I had to fight on an open-plain I would go for the following.

Expert or master gating and gobble corpses.
Light Magic (to bolster your own units and haste them)
Dark Magic (to destroy enemy buffs mostly)
Enlightenment(to give you more defense and knowledge)
Leadership (to increase the effect of haste so they won't get any retaliations ever)
Luck (to do more damage)

I do not mean to be offensive, but in the dungeon case, remember the dungeon unit's ability to eliminate your gated units before they deal damage.

The magic aligned case i agree but i dont think inferno has that much chance to get dark magic.

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