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Thread: Heroes 6 strategy: Playing Sanctuary faction | This thread is pages long: 1 2 3 4 · NEXT» |
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Soho
Hired Hero
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posted October 15, 2011 04:58 PM |
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Heroes 6 strategy: Playing Sanctuary faction
This thread is for discussing the strategy for playing Sanctuary in Heroes 6.
Strategy Thread Group: [url=http://heroescommunity.com/viewthread.php3?TID=36556]Haven[/url] | [url=http://heroescommunity.com/viewthread.php3?TID=36557]Inferno[/url] | [url=http://heroescommunity.com/viewthread.php3?TID=36558]Necropolis[/url] | [url=http://heroescommunity.com/viewthread.php3?TID=36516]Sanctuary[/url] | [url=http://heroescommunity.com/viewthread.php3?TID=36560]Stronghold[/url]
I like sanctuary most. Maybe because they are new and because unit design.
What units are more important to build first? So as upgrades. And generally how you build sanctuary town?
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Raelag84
Famous Hero
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posted October 17, 2011 06:24 PM |
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This advice is most likely too little, too late, and is also pretty standard for any heroes game but having played the demo here it is.
Unless there's some tough starting enemies out there I would start building your town up by upgrading your town/city hall, otherwise I would start with a hall of heroes to get some extra troops to start. When upgrading your town hall I would recommend going all the way to your capital as soon as possible. With that done I would move on to building your pearl maiden recruiting center and save up for your Kerin recruiting centers. The Pearl maidens are vital for their long range attacks and there is no reason not get that champion unit as soon as possible.
Also whenever possible try to upgrade your wall at the end of each week as it will increase the effectiveness of any recruiting centers for next week.
While your building everything up you're really are going to have make maximum use of any troops you start out with, because in the beginning you have to concentrate what few resources you have into building your town up. To make things harder you cannot afford to shy away from fights for resource mines, you need them ASAP.
When fighting be sure to do what ever it takes to keep troops alive; use healing abilities, fight with long range attacks, order your troops to defend, what ever it takes.
Let me know if you need any more advice.
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted October 17, 2011 07:51 PM |
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If you were asking for skill choices, I could help there but one of my big problems is what to build first/etc. The good thing is that Santuary is pretty good at creeping without losses. Will give you a few extra resources/gold to play around with.
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Message received.
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xerox
Promising
Undefeatable Hero
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posted October 17, 2011 08:21 PM |
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The spell schools you want to go with are Air and Water. There is a special building which increases the effect of one of these by 15% - and it stacks. Sanctuary creature abilities also enccourage their use.
Also does anybody else feel that it is ridiculous that the Kirin can not fly? If you play the campaign, they FLY in the cut-scenes. They really need flying!
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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seddy
Known Hero
Spinner of delicious cupcakes
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posted October 17, 2011 09:45 PM |
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Edited by seddy at 21:57, 17 Oct 2011.
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A few things with which you can kill neutrals and stupid AI with:
- Regeneration (and Heal, if you so wish)
- Using only Priestesses and wanizabe (doesn't have to be upgraded, but it helps)
- Thunderclap skill (passive of air, 75% chance of daze, -10 initiative or 2 turn on all air damage, aka Priestesses)
- Hold your ground skill
- Save kappa for tough fights and use them to block off powerful shooters.
When fighting, walk fourth with sharks and let them be hit (using hold your ground first round usually) and retaliate. Be sure to hit all walkers/flyers with your movement debuff to keep them from reaching your priestesses in one sweep (the AI will then keep attacking just the sharks). Use regeneration and waves of renewal to resurrect the sharks continually.
When facing ranged units only, you may want to use the skill Rush instead of hold your ground, but same concept: Go in with sharks, support with priestesses.
Reason I don't use kappas in fights is that healing gets very inefficient if you have to split it up and often leaves with more losses and less movement debuff, so they reach your fragile priestesses.
Thunderclap should help against high-initiative units so that they don't act before they get to movement debuff on the second turn.
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SoilBurn
Known Hero
BurnsSoil
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posted October 17, 2011 09:50 PM |
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Kirin w/o flight is so absurd I am still persuaded it must be an unintended bug.
Without a single flying creature, Sanctuary is the lamest of ducks during sieges. You just painfully look at the other side of the wall while your shooters exchange blows. Not even the Kappa's Leap jumps over the fence any more for christ's sake...
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Raelag84
Famous Hero
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posted October 17, 2011 09:54 PM |
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Edited by Raelag84 at 21:56, 17 Oct 2011.
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When it comes to magic for sanctuary I am fond of using light and water magic, but I would be interested to hear more about how wind magic is used.
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xerox
Promising
Undefeatable Hero
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posted October 17, 2011 11:55 PM |
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Haste + Kappa Leap will allow your Kappas to jump across the whole battlefield. The upgrade deals really nice damage with it.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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bluecamel
Adventuring Hero
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posted October 18, 2011 12:11 AM |
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Haven't played much w/ necro so far, but I think sanctuary and barbarian are 2 strongest towns. Thoughts?
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Raelag84
Famous Hero
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posted October 18, 2011 01:22 AM |
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Quote: Haste + Kappa Leap will allow your Kappas to jump across the whole battlefield. The upgrade deals really nice damage with it.
Nice!
Quote: Haven't played much w/ necro so far, but I think sanctuary and barbarian are 2 strongest towns. Thoughts?
I haven't played enough of the other factions to know for sure, but sanctuary is good at getting started.
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Kitten
Known Hero
Roar
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posted October 18, 2011 07:26 PM |
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What hero special do you like for your Sanctuary might hero? I made mine have +25 HP for Kensei.
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Raelag84
Famous Hero
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posted October 18, 2011 10:06 PM |
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I will deffently experiment with air magic in the future, but on a related note has anyone else tried light magic? Since to activate the racial abilty of the Naga you have be retalated agianst I find that "retribution" is a useful spell to have in addition to ice armor. That way enemies get penzlized for retalating agianst you. Also since you are constently getting retalated agianst the healing abilties of white magic become impotant I find.
Also for using a might hero has anyone tried Rush/advanced tatics/sacraed Kirin combination? When fighting an enemy army I can imagine it being useful against them if they have a lot of long range fighters.
Quote: What hero special do you like for your Sanctuary might hero? I made mine have +25 HP for Kensei.
Does tree felling count? A might hero has that abilty, I always hire her no matter what faction I play as.
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ywhtptgtfo
Hired Hero
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posted October 19, 2011 08:57 AM |
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Quote: Does tree felling count? A might hero has that abilty, I always hire her no matter what faction I play as.
That's Ciele. It's a shame that she went from a bad-ass main Elementalist hero to a secondary hero (a might class no less).
Quote: If you were asking for skill choices, I could help there but one of my big problems is what to build first/etc. The good thing is that Santuary is pretty good at creeping without losses. Will give you a few extra resources/gold to play around with.
Yeah. Coral Priestesses are probably the best healers in the game and synergizes very well with Spring Spirit and Kensei/Shark Guard. Kensei with Counterstrike III + Inner Fire also makes mince meat out of melee neutral stacks.
Another point of note is that, Sanctuary armies can launch some pretty devastating first strikes with Kappa, Kirin, Coral Priestess, Ice Maiden, and perhaps Kensei (if good morale or hasted) and then soak up the counterattack by conveniently turning on the special ability that adds hp and defense. The only other faction that can match them in this realm is Haven.
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feluniozbunio
Promising
Supreme Hero
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posted October 20, 2011 01:31 AM |
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Quote: Without a single flying creature, Sanctuary is the lamest of ducks during sieges. You just painfully look at the other side of the wall while your shooters exchange blows. Not even the Kappa's Leap jumps over the fence any more for christ's sake...
I doubt that single flier on the other side of the wall would fell very happy, especially surrounded by whole opponents army
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Raelag84
Famous Hero
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posted October 24, 2011 11:32 PM |
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Naga offensive tatics
Nothing in the world is softer than water,
Yet nothing is better at overcoming the hard and strong.
Lao-tzu
I have been using the demo to experiment with tactics, and I intend to experiment with Naga offensive tactics. The Naga are clearly built to be a defensive faction especially since their heroe's specials seem to resolve around doing nothing and waiting for the enemy to approach. However I know from using Hydra in heroes 5 and from fighting dwarves that what is defensive can be used offensively with devastating effect.
When hard to damage units are sent into the enemy line, they can pin numerous units down, restricting their movements and rendering their long ranged attacks useless. But units with strong defense tend to be slow so getting them to the line is difficult.
With the Naga it is important to send your close ranged troops in together, so they may reinforce each other, but it is more important still to send troops in protected and fast. Advanced tactics is all you need to send a Kirin to reach the enemy line and to ensure the Kapa has the range needed to get to back of the enemy line.
Enhancing your troops with battle cries will ensure you go to the enemy line safely or at the very least be devastating once you are there. The rush ability ensures that another one of your stacks can reinforce your Kirin and Kappa quickly. Be sure to do your best to pin down long range troops once you have arrived at the enemy line.
I have found from fighting orcs that after spending a few turns chipping away at the core stacks that I can just defend and let retaliations do the work killing the rest.
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Jac
Hired Hero
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posted October 25, 2011 03:54 AM |
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Edited by Jac at 03:55, 25 Oct 2011.
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@Raelag84
Thanks for the tips! I've been looking for some good strategy in regards to the Sanctuary faction. As of late I had been messing around with the Sanctuary magic heroes, trying to find ways to use wall of ice and frozen ground spells (can't quite remember their names). So far I haven't had much luck.
Certain might skills are also pretty important even as a magic hero isn't that right? I always assumed logistics, enlightment and max leadership and luck are must-have's. Or am I just wasting points as a magic hero?
Now because Champion units take a while to get, particularly the Kirins as their un-upgraded version seems quite weak, is there a good strategy to adopt prior to getting a Kirin in your army?
By the way, I'm surprised someone even mentions Lao-tzu in a Sanctuary faction discussion. It's like all everyone knows is that it's Japan lol. Yeah /respect to you. (~b*v*)~b
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forest001
Known Hero
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posted October 25, 2011 11:57 AM |
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the strong point here are:
1. good initiative, you will be able to move first most of the time, so use it wisely.
2. trail of mist... use it to your advantage
3. take care with your kensei and they will cut down everything to pieces
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Hethrir
Tavern Dweller
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posted October 25, 2011 02:55 PM |
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Dear all :-)
I'm not a pro at all and I really wish to learn more about sanctuary.
I tried (during campagne) to use Kenseis with a Magic Hero with +10% bonus to Cold Armor.
On Keinsei, I found it made them extremly resistant, especially with the naga regeneration.
Which type of Hero's bonus do you prefer for this faction ? or Cold Armor bonus seems fine?
I found pretty useful to have a Magic hero for Sanctuary. More Mana, more efficiency on Water spells. Would you recommend to use Primordial Magic (Implosion?).
Water seems to give them a lot of crowd control...
Thanks for your tips
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Jac
Hired Hero
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posted October 25, 2011 04:19 PM |
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Hello Hethrir, I'm not a pro either, as you can see I have asked some questions above but no one wants to answer them. Maybe we can help each other.
I'm not sure about crowd control, whether it's good outside of defending you castle in a siege. If you're the attacker (in siege), then the crowd control seems pretty useless. In an open field battle, your enemy would surely have ranged attackers, not to mention flying units and hero spell casting, plus your infantry units will eventually get to the other side, so other than creating bottle-necks with the ice wall spell, there doesn't seem much to water crowd control spells. Of course I'm saying this as a newbie. I have always been a noob ever since H2.
I think that Ice Bolt could be useful as a crowd control spell that deals a little damage also. It inflicks the "Frozen" debuff that keeps the target stuck in place for 1 round. This could probably stop either an infantry or flying unit from reaching the backline before yours do. If you have the Yuki-Onna, you could freeze a flying unit with Ice Bolt and then use Frozen Ground of the Yuki Onna infront of the walking infantry.
Some people have suggested that it might be a good idea to pick up one passive air spell called Thunderclap that is available at level 5. It makes all your attacks with air damage (including your units such as Pearl Priestess and Yuki-Onna) have a chance to daze your targets, which I guess adds a bit to the crowd control.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 25, 2011 04:30 PM |
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I had a lot of fun with a magic spec regeneration master hero. Between your pearl priestesses and your hero's regeneration / mass regeneration you can really avoid casualties nicely. I'm enjoying regenation for the purposes of creeping more than heal since it's overall a more powerful spell, albeit it is damaged healed over the course of several turns, but you can easily bid your time while creeping to make sure nobody suffers any loses. I'm really loving the Earth magic school so far, as stone skin is also a great spell and then at lvl 15 you get Petrification for crowd control.
Next time I'm thinking of trying a fire spec hero with Sanctuary and rushing for snow maidens, whose attacks give fire vulnerability.
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"Folks, I don't trust children. They're here to replace us."
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