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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 campaigns: Inferno walkthrough and questions
Thread: Heroes 6 campaigns: Inferno walkthrough and questions [ This thread is 6 pages long: 1 2 3 4 5 (6) ]
seingeist
seingeist


Promising
Adventuring Hero
posted January 31, 2012 08:16 PM

I did not have the same experience with Namtaru (Normal difficulty).  

I didn't track the weeks, but I played Inferno 2 extremely aggressively and efficiently (capturing at least one town or fort every week), taking very few overall troop casualties, and I did not have enough troops when I got to Namtaru.  

I had to go to a previous save and arbitrarily wait for a few weeks to build up troops.  

If you're killing her on the first turn, I suspect that you're playing the map for WAY TOO LONG.

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seingeist
seingeist


Promising
Adventuring Hero
posted February 01, 2012 05:21 PM



Just blitzed through the 3rd Inferno level with one hilariously cheap creeping setup.

Champion unit + Intimidation + Pressed Attack = hilarity.

I literally conquered over half of the map in the first few weeks with nothing but 2 pit fiends (I used Tactics to bench the other units).  

Intimidation is a ridiculously powerful ability.  No enemy unit can attack or retaliate against a higher tier for 5 turns, which is easily long enough for a high-level might hero's attack to decimate almost any stack.  

Most of these battles had my hero losing badly in the quick combat, so I'd click to play it manually and suffer no casualties.  

If you face an enemy hero (without Champion), the only modification required is a casting of Regeneration to heal the enemy hero's attacks on your Champion while you pummel his helpless Cores/Elites.  

The hero and the 2 starting Pit Fiends alone could take out stacks of Maulers 200+, Dreamweavers 60+, etc.  

I'm just sharing this in case anyone happens to be unaware of the Intimidation ability.  It shines the most when creeping Cores, because you can also use your Elites with impunity.  

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 03, 2012 05:07 PM

I tried to play the Inferno Campaign with a Tears Magic Kiril, but I quit on it. Losing up to 80 Dogs in a STANDARD battle, with Regeneration and Life Drain, where I'd otherwise could have NO LOSSES with any other faction isn't fun. Gettting attacked from all sides by two dog-killers isn't fun either.

This campaign SUCKS. Kiril's story is really interesting on paper, but playing the campaign is so frustrating. I just lost 84 dogs in ONE fricking battle and had no ways to recuperate them. Second map was the same thing. The enemy just zaps the Cerberi with Direct Damaging spells, killing around 20 each battle. Even Regeneration, Reinforcements and Life Drain don't work.

It's horrid.
____________
Coincidence? I think not!!!!

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seingeist
seingeist


Promising
Adventuring Hero
posted February 03, 2012 05:51 PM

Quote:
I tried to play the Inferno Campaign with a Tears Magic Kiril, but I quit on it. Losing up to 80 Dogs in a STANDARD battle, with Regeneration and Life Drain, where I'd otherwise could have NO LOSSES with any other faction isn't fun. Gettting attacked from all sides by two dog-killers isn't fun either.

This campaign SUCKS. Kiril's story is really interesting on paper, but playing the campaign is so frustrating. I just lost 84 dogs in ONE fricking battle and had no ways to recuperate them. Second map was the same thing. The enemy just zaps the Cerberi with Direct Damaging spells, killing around 20 each battle. Even Regeneration, Reinforcements and Life Drain don't work.

It's horrid.


What difficulty were you playing on?

I played a Tears Might Kiril on Normal and it wasn't too bad.  First map was the hardest.  

I babied the hell out of the dogs though, because they would go down easily.  I also manually replayed certain battles many times until getting the ideal result (like reloading quicksaves until one stack of enemies splits into two, or vice-versa).  

Going Might instead of Magic might make all the difference.  Rush, Flawless Assault, Pressed Attack, etc. are all really key.    

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hobo2
hobo2


Promising
Known Hero
posted February 04, 2012 06:42 AM

I did Kiril as Might/Blood because I incorrectly thought it would make a big difference with Life Drain (which it doesn't). I actually ended up getting most of my mileage out of Tears abilities and Magic even so, which is just pathetic.

There are a couple of things you need to do on the first scenario. The first is that you need to get Mass Regeneration really early even if you are might and blood, and the second thing you need to do is to split your Lilim into multiple stacks. At first this is so that you can rack up luck events faster and get more gating in, but later in the first scenario it will be so that you can keep the last enemy stack in an Enthrall Loop and cast Regeneration over and over again. With three Lilim stacks, you can lay down Enthrall once per turn.

Since I ended up doing this repeatedly as a Blood/Might hero, I can only imagine that it would be easier as Tears/Magic. More mana and more regenerated hit points per turn could only make the strategy easier.

The second scenario requires you to figure out a technique to fight Undead, because that is a literal majority of your opposition on that map. And that's a pain because they are immune to Enthrall. But you can still leave skeleton stacks alive while you wait for Regeneration to bring your losses back.

The third and fourth scenarios are extremely easy even if you messed up and went Blood.
____________

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 04, 2012 07:14 AM

I actually had Mass Regeneration. However, a level 6 Warlock has really PATHETIC Mana and Magic Power. Kiril's mana cap was a dismal 120, his magic power only 6. This gave me a Mass Regeneration of 32 health per TURN. It's incredibly weak, especially for a Magic hero.

My Anastasya had just about the DOUBLE amount of health regenerated by the Mass Spell at that point.

I'll probably try again later, against with a Demonist, but I'll take Reinforcements I early instead of Pressed Attack. It'll allow me to creep without losing 1-5 hounds per battle.
____________
Coincidence? I think not!!!!

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hobo2
hobo2


Promising
Known Hero
posted February 04, 2012 07:42 AM

Quote:
but I'll take Reinforcements I early instead of Pressed Attack. It'll allow me to creep without losing 1-5 hounds per battle.


Oh yeah. The Inferno campaign without Reinforcements just isn't possible. You need Reinforcements.

-Frank
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seingeist
seingeist


Promising
Adventuring Hero
posted February 04, 2012 04:17 PM

Quote:
Oh yeah. The Inferno campaign without Reinforcements just isn't possible. You need Reinforcements.

-Frank


Well, it is possible , but I won't dispute its utility for a second.  It would have been extremely nice to have.  

I didn't get it or use it until late in the third scenario, at which point I really didn't need it and barely used it.  

Regen/Life Drain + Rush really does go a long way to help avoid creeping losses.

You will take losses against the Necro heroes in the 2nd scenario, but if you play the map extremely aggressively, taking enemy towns before they have a chance to get too large and harass you incessantly, you should make it through OK.  

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Flash
Flash

Tavern Dweller
posted February 14, 2012 04:34 AM

Playing Inferno1 offline mode on Hard (because I played all other missions on hard).  It is around 10x harder than the other missions (even Stronghold missions are easy enough - esp given the rather unique missions).

I am bound to lose something every fight: esp my precious dogs which I just cannot seem to keep alive.

Enemy heroes do a good job running away when their stacks are weakened: they do so after landing on last attack on my dog stack, before I can stasis a last stack with lilims for regeneration to tick.

Because Kiril is still in the low levels mana is a major problem.

Siege is horrible.  Enemy heroes often have a large stack of lilims/succubi which enjoys their volley after volley on my hounds.  It is very difficult to lay siege on a town without suffering significant casualties.

Reinforcement usually buys me enough time for a single round vs enemy heroes.  Even though I have all 7 slots to trigger luck, its RNG nature means there are times where I just cannot gate anything.

Still struggling to finish the mission.  Not looking forward to Inferno2 with undead enemies where life drain does not work.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 14, 2012 05:36 AM

.

I redit the mission and was able to recuperate most of the losses. The key was Reinforcements I and then cast WEAKNESS on the enemy power stack (usually the Succubae). A damage reduction of 27% is pretty strong, even in the earlier levels. Regeneration works (although I didn't need/get the mass version until scenario 2).

The most tedious thing about Mission 1 is that you are attack from literally every side, and that's just.... annoying. The "Wanderlust" Dynasty trait is very usefull because of this. (it allows you to Portal to any town you own and INTERCEPT enemy heroes before they can Portal back to their capitol)

Mission 2 was fairly fun, and not too challenging in spite of facing Necro. (Reinforcements on dogs + Mass Regeneration usually nets zero losses). The most annoying thing about the map actually was the Holy Inquisition (Red Player) at the beginning of the map, whose Clerics zap your dogs before you can reinforce them.

Mission 3 is laughably easy. Kiril + 2 Pit Fiends you get at the start were enough for me to creep the nearest surroundings and take the South-western and Eastern Towns. Just cast STONESKIN on Pit Fiends in round one (or Fireshield/Weakness when facing Dreamwalkers or Mizu Kami), then Life Drain, then Heroism.

After taking the town in the east, I crept further with 11 Pit Fiends and took the underground town, and the two towns in the south that are only accessible through the underground passage ways.

The most fun I had though was with the Arena near the valley where you'll meet Yumi's ghost.

I creeped and won it just using Kiril + Pit Fiends. I did it with 25 of them in my army, but I think 20 will suffice as well.

That's how I did it:

- There are about 300 Dreamwalkers and 250 Jaguar Warriors and Centaurs to defeat.
- My Kiril is a Demonist, so my gated stacks absorb damage from their mother stack.
- Since my Kiril is a magic Hero, the Pit Fiends will do more damage than they would with a Might hero. Don't try this with a might hero!
- Kiril had the following abilities that helped him win the battle: Life Drain, Heroism, Regeneration, Time Stasis, Weakness, Petrification, Meditation and Fire Shield. Inner Fire, Disruption and Burning Determination aren't required, but still nifty spells that you can cast if you have nothing to do for one round.

Like the battle with Azkaal, you need to outmaneuver the most dangerous stack: in this case, the dreamwalkers. There are about 300 of them and if they get a lucky strike, they will kill about 10 Fiends in one blow. Even worse, Stoneskin doesn't work on them. (Magic Attack). After they first hit you, avoid them as long as possible.

Cast Stoneskin and then Life Drain and then either Weaken the Dreamwalkers (a 47% reduction to their massive attack is a great asset) or put them in a Time Stasis. Then Heroism, followed by Regeneration. Repeat the cycle untill the end.

Don't attack with the Fiends, instead just move them to an area where they'll be Melee attacked by one stack or Defend.

If you attack, attack the Jaguar Warriors only. The Centaurs will always outmaneuver you and the Dreamwalkers can kill you with a mere three blows. Blade of Hatred doesn't work on Jags meaning they will attack you and, half of the time, you'll be able to retaliate. A lucky Retaliation should allow you to drain enough life to ressurrect between 5-8 Pit Fiends.

If you get good Morale however, attack the Dreamwalkers (if Weakness is still in effect). Blade of Hatred will make them Frenzied AND, with your second turn you can teleport away from them, making them skip their turn altogether.

Gate as soon as you can. The Gated Stack won't be big, but will absorb 30-45% of the Damage your Fiends will suffer. That is on TOP of Stoneskin/Fire Shield. (Stoneskin is capped at 90%, but with Linked Gating Damage reduction from Jags/Cents is just about 94%!) Do bear in mind to keep Heroisming your Mother Fiends and Regenerate your Gated ones so you can replenish them if Linked Gating kills the latter.

The Jags and Centaurs should fall relatively easy. After they are killed (which should be around round 5), chance the cycle of your Heroic abilities. Cast Weakness (which is stronger than Fireshield), then Life Drain, then Heroism, and in your free turns, attack the Dreamwalkers with Heroic Strike to break Blade of Hatred!

This last bit is important because attacks inspired by the Blade of Hatred cannot be retaliated upon. In order to achieve wrathful retaliation (which does more damage than the Pit Fiends regular attack), break Blade of Hatred with Heroic strikes or Summoned Elementals. (although in the latter case the Dreamwalkers will simply attack the Elementals instead).

Rinse and repeat, and you should win the battle with no losses (not like that matters, but still).

Dammit, I wish I took screenshots of it in retrospect. It was a really fun battle.

Oh well, a similar tactic can be used to defeat the Orc Stalker that is plaguing you the entire mission. However, you cannot defeat him with 25 Pit Fiends (you'll be massacred by his 500+ Dreamwalkers and 1900+ Maulers), but 50-60 should do the trick (I did it with 75 myself and won fairly easily).

While Kiril is frolicking around how his Pit Fiends, I let Xana take the remainder of the Demon Army and clear the other end of the map, killing off the Forgotten Tribe and the Temple Guaridans in the west and collect the Tear of Asha. Xana lacks Tactics I and her spellbook is quite weak (No regeneration, no life drain, no stoneskin and a boatload of Fire spells, most of which doing direct damage X__X), but I feel having her have the main army is a good way to level her up appropriately, giving her stats a well-needed boost as she carries over to the last mission. She ended up right dab in the middle between level 21 and 22 (she started at level 14). Not bad imo.

While the mission itself is really easy, I actually had a lot of fun, mostly because creeping with just one stack isn't something I hadn't done before (and also because I like easy missions, lol). Up to Mission Four!





____________
Coincidence? I think not!!!!

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Mike80D
Mike80D


Famous Hero
Map Maker
posted February 14, 2012 06:28 AM

The most blatant example of how pathetic the hell hounds are:  Its a far better strategy to leave them in your castle than in your army, until the final siege battle.  Hell hounds are only helpful in a siege as a bullet sponge.  

Map 1 didn't seem too challenging to me on hard, but Map 2 pissed me off to no end.  Maps 3 and 4 were enjoyable I thought, albeit easy.  I got to the end boss pretty quickly, so he was actually the hardest boss I've fought.  

If you're not liking the Inferno campaign I encourage you to get to maps 3 and 4.  It feels better there.


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Flash
Flash

Tavern Dweller
posted February 14, 2012 07:05 AM
Edited by Flash at 11:08, 14 Feb 2012.


Success! Good thing I was prepared for the boss fight.  The last town was rated as Deadly and I barely won the fight if not for stoneskin+drain dogs.  Who could have thought a well timed abyss worm could be the turning point of my journey...
//

I tried excluding hellhounds by not placing them during tactics phase.  However they are still "somewhat useful" in soaking enemy saccubi blasts (as their magic resist is better than maniacs').  Not to mention Tormentor trash can be difficult given their fireproof skin.

Made a significant progress in Inferno 1 when I got lucky with an abyssal worm that swallowed a stack of 180 enemy lilims during siege, leaving behind 30dogs and 40 maniacs which are quite easily defeated.


A question:
How does Scorching Strike work?  The description says I will know in advance whether or not I am going to crit, but so far I failed to notice any indication.
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seingeist
seingeist


Promising
Adventuring Hero
posted February 15, 2012 07:28 AM

Quote:

Success! Good thing I was prepared for the boss fight.  The last town was rated as Deadly and I barely won the fight if not for stoneskin+drain dogs.  Who could have thought a well timed abyss worm could be the turning point of my journey...
//

I tried excluding hellhounds by not placing them during tactics phase.  However they are still "somewhat useful" in soaking enemy saccubi blasts (as their magic resist is better than maniacs').  Not to mention Tormentor trash can be difficult given their fireproof skin.

Made a significant progress in Inferno 1 when I got lucky with an abyssal worm that swallowed a stack of 180 enemy lilims during siege, leaving behind 30dogs and 40 maniacs which are quite easily defeated.


A question:
How does Scorching Strike work?  The description says I will know in advance whether or not I am going to crit, but so far I failed to notice any indication.


Very nice!  Love the Abyssal Worm rescue!  

I could be wrong, but I think that Scorching Strike simply shows up in the hover-over-creature damage of your Hero strike.  I mean, if it might normally say 10-15 Goblins killed, it will say "15-22" instead (without any other special indication), and then you'll kill that many by virtue of a Lucky strike.  


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Zilla
Zilla

Tavern Dweller
posted February 22, 2012 11:29 AM

So I'm playing the last Inferno level. I'm hardly a pro at this game but love it anyway. I have one Intimidation scroll - I suppose that means I can only use it once? I've defeated Sarah, and I'm working on building up an army before I head upstairs. Any advice from the pros on here?
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Zilla
Zilla

Tavern Dweller
posted February 29, 2012 03:43 PM

Quote:
So I'm playing the last Inferno level. I'm hardly a pro at this game but love it anyway. I have one Intimidation scroll - I suppose that means I can only use it once? I've defeated Sarah, and I'm working on building up an army before I head upstairs. Any advice from the pros on here?


lol - looks like this game died pretty quickly.
____________

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Elodin
Elodin


Promising
Legendary Hero
Free Thinker
posted June 15, 2013 04:41 PM
Edited by Elodin at 18:55, 20 Jun 2013.

Xana vs Azkaal

Anyone have tips for the end battle on Map 1 on hard? Xana vs Azkaal?

I've tried the battle probably 15 or so times and am throwing in the towel. I played through the map on hard and found it to be a nice map but this last bit makes me rage. It is quite ridiculous. My only thought is maybe inferno received a significant buff since the map was made but Azkaal did not get a corresponding buff. Or maybe I just suck. I'm not overly fond of such gimmicky battles.

The best I've done is get the hounds down to 320 but that is still nowhere close to winning.

I'm going to keep a save just before the last castle but I'll probably just restart the whole thing over on normal and hope for a more fair battle.

I restarted the map and the battle was no problem on normal difficulty. I've completed maps 1 and 2 in the campaign.



Map 1: Angel, Angel, Burning Bright  Normal difficulty

Heroe Custom Might/Blood, with Enlightened speciality

Dynasty Abilities: +3 movement, free heroe, +4 manna regeneration, +Faction ability, +3 Magic Power, +5 movement first week

The +10% gold income trait would have  been very nice on this map, making it possible to hire all the troops and do some artifact shopping at the artifact merchant you have access to very early on.

Dynasty Weapon: Asha's Eightfold staff


*********VERY IMPORTANT: *********
I recommend NOT playing the map on hard difficulty.


The map itself is a nice and balanced challenge on hard difficulty. However, after you take the final castle you are thrown into a battle you you have virtually NO chance of winning because the battle was not re balanced after some balance changes. Instead I recommend playing on "normal." I found out the hard way by initially playing through on hard and hitting a brick wall with the special unwinnable battle. You were warned.

Below are the abilities I took. I'd recommend not going heavy into dark magic because you'll be facing necromancers in the next map.

Max Level 10
Abilities
Level 1: Fire Bolt
Level 2: Regenerate
Level 3: Storm Arrow
Level 4: Life Drain
Level 5: Ambush
Level 6: Fireball
Level 7: Immolation
Level 8: Mass Regenerate
Level 9: Saved
Level 10: Saved

I consider Storm Arrow and regenerate to the the most important of those abilities for Map1.

General Early game comments and tips for noobs like me:

Build a tavern first, hire a heroe with succubi and use that heroe to go collect the succubi at the sawmill. After flagging the sawmill and collecting resources she can almost make it back to your main heroe, who then takes her troops. Use your secondary heroes as shuttles to pick up stuff to save your main heroe movement points.  You'll want two secondary heroes immediately. One will stay and boost creature growth in castle and the other will follow your main hero around picking up resources.

Upgraded succubi are the key to creeping. Upgrade them before leaving your starting area.

The Fanatic dynasty ability lets you cast a gate immediately when you get your first turn. The gate won't distract shooters but will distract walkers, giving you an early crowd control ability. A gate can give enemy shooters cover, so position it accordingly. You can also use gates, particularly gates of large creatures, to block enemy paths to, for instance, keep an enemy from getting to your shooter or to block a castle gate.

With this setup I was able to capture the second town while still in week 1. As you are leaving your starting area if you skip the skill obelisk to the north you'll save quite a few steps.

I cleared the area around the captured town and blitzed the map clockwise.

Don't miss out on the pyramid as you break through to the area with the third town. I skipped a lot of stacks and did not come back for them until I reached the points where the neutrals were to stron. This allowed me to move quickly and claim towns and dwellings to rapidly build up my forces.


Map 2: Fearful Symmetry Hard Difficulty

Heroe Custom Might/Blood, with Enlightened speciality

Dynasty Abilities: +3 movement, free heroe, +4 manna regeneration, +Faction ability, +5 movement first week

We start off with no town. I spent my two unspent skill points now. Logistics + snatch. I have not done the blood level up yet, I'll do that after getting a town and respec out of snatch then.

Starting Abilities Max Level 19

Abilities
Fire Bolt
Regenerate
Storm Arrow
Life Drain
Ambush
Fireball
Immolation
Mass Regenerate

Abilities learned in this map
SavedLogistics
SavedSnatch

After conquering the first town I used my first blood power up to respec and get rid of snatch.

At level 15, this is what my heroe looked like
Logistics
Ambush
Storm Arrows
Fire Bolt, Fireball, Fire storm
Fire Magic I
Immolation
Frenzy
Regenerate/Mass Regenerate
Time Stasis
Meditation
Arcane Exaltation I/II/III
Level 16: Fire Magic II
Level 17: Fire Magic III
Level 18: Life Drain
Level 19: Mass Life Drain


General Early Tips:

It is going to be a while before you find a manna well to restore your manna. Conserve it and use those manna wells on the battle field when possible.  There is a place to restore manna in each of the first three town areas, though the one near the first town is place more for use as you are leaving that town area.

I collected all the goodies on the way to the first town and was lacking one ore still to convert the town, but the needed ore was by the ore mine.

Upgrade your succubi dwelling first for creeping help.

I ignored most side paths until I conquered my second town in week 1 and third town early in week 2.  To me it is better to keep blitzing to get some increased creature growth and income from towns while denying troops to the enemy. You don't need loose resources that are off the beaten path, they only slow you down. Come back for them later to build experience or when you hit a wall.  There is a fort, gold mine, creature dwelling, and sawmill north of town two that I missed in my blitz south.

There was a tarot deck next to the third town for me, so I won that and cleared the stacks around that town, including the crystal mine.  The third town had all upgraded dwellings and two fortification levels already built, sweet! It looks to be a nice place for an advanced portal.

After this third town you are faced with some strong necromancer enemy heroes, so be warned.

I continued on south down the road, past the first 4 way intersection to the second one and went west and captured a fort. Then I turned around and went east and captured another fort to earn the ability to produce juggernauts (week 3 day 6) and a level 10 heroe. Nice. Well, there are lots of things to pick up so he went to work. North of the fort is a manna well, and my heroe was desperately thirsty. North of that was a ruin with a magic tome relic (Gorada Rael(gating increase)), which my magic heroe found too enticing to pass up. You can see the ruins from the third town.

From here, where I went was largely dictated by where the enemy popped up.  I defeated a strong necro heroe near the newly acquired fort to the east so I went east. To the north there was a town that was too heavily defended to take. A secondary hero was exploring in that region, but in the southern part and found a fort, a unicorn bow, creature dwelling, and arena. So my main heroe ported back to town and then to the fort to ride a day and a half to the unicorn bow to the east of the fort. When I got to the the unicorn guardians (Cerberus) they were willing to join but I did not quite have the gold for it. So I waited a turn, the new week came, and I had enough, and the stack had grown from 190 to 211. Sweet!!  Now to fight in that arena.

I then went to the southeast and conquered a town there that the developers obviously intended to be the next conquest. The town is limited to the first wall and there is a handy quest by it to give you the ability to build breeders.

After fighting various enemies I made my way back up the northeastern town that had been too strong and conquered it. The conquest leveled my heroe to level 15. Ah, time to spend those unspent ability points.

I was able to snap a couple of power ups by the castle before having to port back down to the south to deal with an enemy who showed himself near an exploring heroe down there.

And the last castle falls on month 3 week 1 day 7. But we will make sure we get all power ups before proceeding to the final battle. Turns out the hero had already visited all the power ups in the areas he's been to but had to go back for magister's boots. And he is level 17 so he might as well get to 18 and then his the level up shrine to max level before the final battle.

Month 3 week 3, day 6 Spellart faced the the avatar of nightmares, Mother Namtaru. Hah!! Mommy does so much damage, you'd best forget regeneration and mass regen and concentrate on damage yourself. Use your first gate to try to blokck her from jumping on your shooters and try not to clump your troops together. She ate one spirit (restores health) before the battle was over.
____________
Revelation

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Maurice
Maurice


Promising
Supreme Hero
Part of the furniture
posted June 21, 2013 04:24 AM
Edited by Maurice at 04:28, 21 Jun 2013.

If I remember correctly, in this battle you control Azkaal (boss) against an army. It's a bit too long ago to provide detailed information, but I do have some pointers:

- Try and stack the mark debuff that you can spread around on as many stacks as possible; when I played it, I made it top priority, because of one of the other abilities that damages any marked stacks (they start dieing like flies once several are marked);
- Next priority should be to use the ability that damages all marked stacks;
- Teleport around as much as you can, making use of the terrain to get out of reach of enemy creature stacks. If you do it tactically, you can block off enemy stacks by keeping other, less deadly creature stacks between you and them (especially the doggies). Also keep an eye out for gated reinforcements and the locations they could be placed, when you teleport to a different spot. If you do it tactically, you may deny a stack popping up in a location you really don't want it to;

I admit I only played it on Normal, so I don't know if you're facing larger enemy stacks on Hard, that might complicate matters. I remember that when I played it, the last stack would always be the doggies.

(P.S.: it's "mana" and "hero" instead of "manna" and "heroe", just a heads up )

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ravniCa
ravniCa

Tavern Dweller
posted October 30, 2013 06:24 AM
Edited by ravniCa at 06:27, 30 Oct 2013.

Maurice said:
If I remember correctly, in this battle you control Azkaal (boss) against an army. It's a bit too long ago to provide detailed information, but I do have some pointers:

- Try and stack the mark debuff that you can spread around on as many stacks as possible; when I played it, I made it top priority, because of one of the other abilities that damages any marked stacks (they start dieing like flies once several are marked);
- Next priority should be to use the ability that damages all marked stacks;
- Teleport around as much as you can, making use of the terrain to get out of reach of enemy creature stacks. If you do it tactically, you can block off enemy stacks by keeping other, less deadly creature stacks between you and them (especially the doggies). Also keep an eye out for gated reinforcements and the locations they could be placed, when you teleport to a different spot. If you do it tactically, you may deny a stack popping up in a location you really don't want it to;

I admit I only played it on Normal, so I don't know if you're facing larger enemy stacks on Hard, that might complicate matters. I remember that when I played it, the last stack would always be the doggies.

(P.S.: it's "mana" and "hero" instead of "manna" and "heroe", just a heads up )


I finished that fight on hard difficulty a few days ago, after 8-9 tries I barely did it.
Change difficulty if you don't want to go nuts

Here some tips from what I remember

1. Use the aoe spell as possible as you can, whenever you can
2. Don't get hit by dogs even not when they are the last units left
3. Position yourself at the bottom of the map, depending on how the enemy are placed, make sure you dont get hit by dogs
4. Use frenzy on dogs, whenever you can (best if they stand next to ravagers)
5. If the melee units surrounded you at the bottom of the map, go to the lilim and attack them
6. Don't use the debuff, its waste. If you really have the possibilty to use it, not getting any incoming damage fomr ravager or dogs, then use it on lilim
7. Never attack melee units, rather defend, the army will die from your retaliation and your aoe spell over time
8. Try to ge hit only by summoned units using the bottom side of the map (the gates will always be spawned at bottom left corner)
9. Late game it will be only dogs left, don't let them attack you, atk them with your aoe spell and run (I remember a spot at bottom side of map which you can abuse for kiting them, jumping from that spot to another, jump back, ect.); get attack only by the summoned dogs, so you retaliate; always use frenzy on dogs so they can't attack you; do that until you won

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