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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 strategy: Playing Sanctuary faction
Thread: Heroes 6 strategy: Playing Sanctuary faction This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
forest001
forest001


Known Hero
posted October 25, 2011 04:40 PM

Quote:


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?



logistics are always good (in every heroes game i think)
but max leadership and luck may not be as good, i would take tectics in that place as this gives you much more possibilities of attack

Quote:

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?





you should just creep with coral priestes and sharks keeping some kappas for shooters, this set should give you enough power to go through many many neutrals

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 25, 2011 04:56 PM
Edited by blizzardboy at 16:57, 25 Oct 2011.

I pretty much survived on my priestesses. It wouldn't hurt to upgrade them early either since upgrades also increase your weekly production.

Apart from logistics and enlightenment, so far I also find Ambush (bonus to initiative for first 3 turns) to be another must-have skill for any faction for creeping. It's very helpful for fighting ranged units / casters, and apart from that it's still just a useful skill to have.
____________
"Folks, I don't trust children. They're here to replace us."

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Jac
Jac


Hired Hero
posted October 25, 2011 05:13 PM

Thanks for the tips, so I'll drop luck and leadership in favour of max tactics, and perhaps ambush. Might give this a try soon. Still wondering about the usefulness of ice wall and frozen ground spells though. Didn't really have a chance to use them since the overall strategy seems to be rushing to them fast, which makes these spells kind of obsolete.

@blizzardboy
If I remember correctly, Sanctuary does not have access to the fire line of spells. I think I also heard that the fire vulnerability effect on sanctuary unit's attacks is a bug/typo and it's supposed to be air vulnerability. Not entirely sure about this but I thought I heard about that before somewhere.

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forest001
forest001


Known Hero
posted October 25, 2011 06:24 PM

Quote:
Still wondering about the usefulness of ice wall and frozen ground spells though.


they are good cc, that buy you time when you need it, bot can stop someone in tracks which may buy you time for your shooters or anything else you want to do

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Raelag84
Raelag84


Famous Hero
posted October 25, 2011 06:40 PM
Edited by Raelag84 at 18:42, 25 Oct 2011.

Quote:
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.


Now, now I have not forgotten you I just wanted to experiment before I responded to your questions.

It is not a waste of points for a magic hero to take on might abilities, though I would recommend choosing abilities that compliment the magic you choose. For insistence there is a magic ability called "ice Barker" in which your troops are more likely to get a lucky shot when attacking enemies under the "frozen effect". It would work then to compliment this ability with not only ice bolt, and ice shield, but with the destiny ability as well.  

What ever faction you play as the key to good tactics is always to try to unify opposing forces. Might and magic, offense and defense, heroes and troops, all these things must be synchronized so perfectly that one almost becomes the other. For my part I have a long ways to go before I can do this the Sanctuary faction, but I have been able to synchronize my use of dark elves form heroes 5 in such a manner even if it took many years.

As for substituting the Kirns I am afraid I have little advice on the matter, because I have been able to put them to such good use even when they are not upgraded. I suppose I could recommend using ether spell enhanced kenshis or Mizu Kamis to take their place, though I am more partial to the latter.

I am glad you recognized Lao Tzu for I think one of the many brilliant things he did was to realize that water is great for it's ability to unite contradictions. Water seems to weak as it bends to the will of river rocks and cups but anyone who has seen it during a flood, as I have, knows that it also has awesome destructive power. But then chemist know it precisely because water is so destructive that it can be consumed and give life, for it dissolves what we eat so we can be fed and cleansed.

Praise Lao Tzu for seeing the contradictions that is water and for seeing that it is the source of its power.

Quote:
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


My preferred bonus when playing as the Naga is enhanced water magic though I find the "tree felling" bonus also to be important. That said it is up to you to decided which bonus works best for your fighting style.

It is true that the water magic school and the Naga faction have many abilities associated with crowd control. This is because the Naga were made as more of a defensive faction that waits for the enemy and bombards them as they approach. This makes sense so long as you have more ability than the enemy to fight long range, for this forces the enemy to come to you. Otherwise you will be the one forced to approach, which is why I am experimenting with offensive tactics.

I will make no recommendations on whether to use primordial magic, as I have not studied it enough, and besides that it is another option dependent on your fighting style.

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Jac
Jac


Hired Hero
posted October 25, 2011 07:55 PM
Edited by Jac at 19:55, 25 Oct 2011.

@Raelag84

Thanks for taking the time to research and answer my questions! It came as a surprise to me to find another person who has read and found many similarities of the Sanctuary faction philosophy with Lao Tzu's Book of the Way. I have only played the first mission of the Sanctuary campaign, and already I find references to Lao Tzu's "balance of opposites" and the "flowing water" principles. I'm expecting to find even more later that might also include Sun Tzu's Art of War. However these things are very easy to miss or be mistaken to be Japanese to an average player. Certain people only like the faction only because they think it's all about Japan, which is wrong lol (won't say who of course...

Now about the ice bolt and ice breaker spells; I have been wondering if the extra chance to land a lucky hit is worth breaking the frozen state of the enemy? By keeping it frozen, it is essentially useless for 1 round, open to range attacks without risk of breaking the frozen state. Unless an attack can possibly kill the whole stack, breaking it with a weak attack would break the freeze and render it pointless. Hmm still thinking...

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Raelag84
Raelag84


Famous Hero
posted October 25, 2011 08:37 PM

Quote:
@Raelag84

Now about the ice bolt and ice breaker spells; I have been wondering if the extra chance to land a lucky hit is worth breaking the frozen state of the enemy? By keeping it frozen, it is essentially useless for 1 round, open to range attacks without risk of breaking the frozen state. Unless an attack can possibly kill the whole stack, breaking it with a weak attack would break the freeze and render it pointless. Hmm still thinking...


I suppose with ice bolt it is hard argue that you should have ice beaker. Although what I like to do is use ice armor and blizzard which also have the freezing effects. With ice armor you could conceivable freeze an enemy with a spell and then attack them with a unit with ice armor. Then when an enemy retaliates they end up being frozen again.

As a side note two of my favorite spells are retribution, and ice armor because they use the enemy to hurt the enemy.

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Jac
Jac


Hired Hero
posted October 26, 2011 02:07 AM

Quote:
@Raelag84
I suppose with ice bolt it is hard argue that you should have ice beaker. Although what I like to do is use ice armor and blizzard which also have the freezing effects. With ice armor you could conceivable freeze an enemy with a spell and then attack them with a unit with ice armor. Then when an enemy retaliates they end up being frozen again.

As a side note two of my favorite spells are retribution, and ice armor because they use the enemy to hurt the enemy.


I don't think Ice Armour causes the frozen effect, does it? Ice Armour causes "chill", while only Ice Bolt and if I'm not wrong the special attack of the upgraded Kirin that causes Frozen effect.

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Hethrir
Hethrir

Tavern Dweller
posted October 26, 2011 10:20 AM

Thanks for all the Inputs :-)

I have to say that I indeed took the skill of +luck on frozen troops.

It's really efficient (at least for creeping).

About other magics, primordial provides a bonus to Magic Attack and mana regeneration which is quite cool for Magic Heroes.

But I'm not really sure to know if a Might Hero will suit more this faction or not. Really depends of the gameplay in the end. Hard choices!



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forest001
forest001


Known Hero
posted October 26, 2011 10:58 AM

Quote:

I don't think Ice Armour causes the frozen effect, does it? Ice Armour causes "chill", while only Ice Bolt and if I'm not wrong the special attack of the upgraded Kirin that causes Frozen effect.


you are right, everything except those two is a chill effect and does not trigger +luck. beside luck is broken and does not work most of the time so....

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Jac
Jac


Hired Hero
posted October 26, 2011 12:15 PM

Yeah I have been pretty confused recently by how luck is working in the game right now. A horse shoe floats up above my unit but the damage seemed like normal? Sometimes there would be damage shown in red font instead of the usual white, is that the indication that luck was working?

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 26, 2011 01:32 PM
Edited by Nocturnal at 13:33, 26 Oct 2011.

Quote:
only Ice Bolt and if I'm not wrong the special attack of the upgraded Kirin that causes Frozen effect.


Frozen Grounds also freeze the opponent.
____________

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akaihane77
akaihane77


Hired Hero
posted October 26, 2011 02:44 PM

Quote:
Yeah I have been pretty confused recently by how luck is working in the game right now. A horse shoe floats up above my unit but the damage seemed like normal? Sometimes there would be damage shown in red font instead of the usual white, is that the indication that luck was working?


I am very sure luck is completely useless in the current patch or its a bug. There is no real increase of damage when luck proc.
____________

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forest001
forest001


Known Hero
posted October 26, 2011 02:56 PM

Quote:

I am very sure luck is completely useless in the current patch or its a bug. There is no real increase of damage when luck proc.


there is increase in dmg, but it does't proc when you think...
the usual procs are bugged, but luck does proc sometimes but then you should see red coloured number and have lucky strike in combat log

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enng
enng

Tavern Dweller
posted November 30, 2011 12:51 PM

Hi guys


Question 1.

I want to ask you about your building orders.
How is your building order for week 1?

Mine is like this:

I start whit 2500:- gold on hard level multiplayer.

Day 1.
- Hall of heroes 2000:-
After Hall of heroes i have 500:- gold. For another hero i need 3000:- gold. So the first i do is to walk around whit my main hero and hope to find/fight some gold. If i get a chest i am chosing gold instead of experience.

When i reach 3000 gold i by another hero. Which day depends on how much gold i can get whit my mainhero. Hopefully i reach 3000:- in day 3.

Day 3.
- 2nd Hero 3000:-

Day 4.
- Village Hall 1000:-

Day 5.
- Town Hall 2000:-

Day 6.
- Market

Day 7.
- Basic Fortification

Week 2

- Capitol
- Core unit buildings



Question 2

Kapa vs Sharks

Which unit do you prefer in the beginning?
I prefer Kapas because the start units is coral priestess and Kapas. When i get my second hero i am chosing one whit same units i start whit. Some people prefer Sharks. But why? If u are using Sharks you are going whit a few kapas and a few sharks instead of a strong kapas army. I think it's better to focus on only coral pristess and Kapas. But maybie im wrong?

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RollingWave
RollingWave


Adventuring Hero
posted November 30, 2011 03:01 PM
Edited by RollingWave at 15:06, 30 Nov 2011.

Quote:
Hi guys


Question 1.

I want to ask you about your building orders.
How is your building order for week 1?

Mine is like this:

I start whit 2500:- gold on hard level multiplayer.

Day 1.
- Hall of heroes 2000:-
After Hall of heroes i have 500:- gold. For another hero i need 3000:- gold. So the first i do is to walk around whit my main hero and hope to find/fight some gold. If i get a chest i am chosing gold instead of experience.

When i reach 3000 gold i by another hero. Which day depends on how much gold i can get whit my mainhero. Hopefully i reach 3000:- in day 3.

Day 3.
- 2nd Hero 3000:-

Day 4.
- Village Hall 1000:-

Day 5.
- Town Hall 2000:-

Day 6.
- Market

Day 7.
- Basic Fortification

Week 2

- Capitol
- Core unit buildings



Question 2

Kapa vs Sharks

Which unit do you prefer in the beginning?
I prefer Kapas because the start units is coral priestess and Kapas. When i get my second hero i am chosing one whit same units i start whit. Some people prefer Sharks. But why? If u are using Sharks you are going whit a few kapas and a few sharks instead of a strong kapas army. I think it's better to focus on only coral pristess and Kapas. But maybie im wrong?


The first question, it depends on what your playing, for skirmish or MPs that's way too slow, if your going to build up like that you should shoot for elite / champion creatures right away, though Sanctuary's core creatures are generally really good while their elite are only decent (especially without the support of their core creatures, possible exception would be Yuki-Onna which is epic against walkers)

The Second question, Yes, if you have to choose Sharks would be the one to leave out, Upgraded Kappas is probably the single best Core unit in the game. and Priestest obviously help more in neutural creep situations. Though Sharks are really good units in their own right too, espeically against other armies, the crippling of their movement is very strong in many situation.

If you go magic hero, then get Kappa / Priestest / Maiden / Kirin and only after that get Shark / Kenshi / Spring Spirit . Kenshi's not very useful for a magic hero. especially in small numbers.


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enng
enng

Tavern Dweller
posted November 30, 2011 06:43 PM

Quote:
Quote:
Hi guys


Question 1.

I want to ask you about your building orders.
How is your building order for week 1?

Mine is like this:

I start whit 2500:- gold on hard level multiplayer.

Day 1.
- Hall of heroes 2000:-
After Hall of heroes i have 500:- gold. For another hero i need 3000:- gold. So the first i do is to walk around whit my main hero and hope to find/fight some gold. If i get a chest i am chosing gold instead of experience.

When i reach 3000 gold i by another hero. Which day depends on how much gold i can get whit my mainhero. Hopefully i reach 3000:- in day 3.

Day 3.
- 2nd Hero 3000:-

Day 4.
- Village Hall 1000:-

Day 5.
- Town Hall 2000:-

Day 6.
- Market

Day 7.
- Basic Fortification

Week 2

- Capitol
- Core unit buildings



Question 2

Kapa vs Sharks

Which unit do you prefer in the beginning?
I prefer Kapas because the start units is coral priestess and Kapas. When i get my second hero i am chosing one whit same units i start whit. Some people prefer Sharks. But why? If u are using Sharks you are going whit a few kapas and a few sharks instead of a strong kapas army. I think it's better to focus on only coral pristess and Kapas. But maybie im wrong?


The first question, it depends on what your playing, for skirmish or MPs that's way too slow, if your going to build up like that you should shoot for elite / champion creatures right away, though Sanctuary's core creatures are generally really good while their elite are only decent (especially without the support of their core creatures, possible exception would be Yuki-Onna which is epic against walkers)

The Second question, Yes, if you have to choose Sharks would be the one to leave out, Upgraded Kappas is probably the single best Core unit in the game. and Priestest obviously help more in neutural creep situations. Though Sharks are really good units in their own right too, espeically against other armies, the crippling of their movement is very strong in many situation.

If you go magic hero, then get Kappa / Priestest / Maiden / Kirin and only after that get Shark / Kenshi / Spring Spirit . Kenshi's not very useful for a magic hero. especially in small numbers.




Hi. Thanks man

Can you please give me an exampel of how to build it "fast" in MP game? I don't think i understand what you mean whit "fast". Fast for you is when u get a lot of core creatures in the beginning?

BR

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ChaosDragon
ChaosDragon


Famous Hero
posted November 30, 2011 08:02 PM
Edited by ChaosDragon at 20:14, 30 Nov 2011.

Competitive MP games mostly use normal setting, not hard, unless on custom maps which is designed for fast opening.

Reason of this is, hard is too slow for turn based MP game like this one.

If you look to competitive MP game from previous heroes game, say HoMM 5, most MP game are played on Hard, the mid difficulty, since there are 5 difficulties in HoMM 5, but in HoMM 6, there are only 3, and the mid one is normal difficulty.

But to answer to question 1, again, it depends on the map, and how you choose hero skill. If you can rush the core dwelling building, better do it than building gold income building, but if resource are too scarce, gold building is a priority. Then again, hall of heroes + 2nd hero is also good if gold is abundant, otherwise i'd rush gold income building or core dwelling.

As for hero skill, i usually pick regen as 1st choice in hard setting map, then magic affinity for fast creep, thunder bolt also useful, next aim for logistic/enlightment/tactic.

For 2nd question, in case of general map in hard setting, shark is better for creeping, due to it has more survival and damage/turn, better tank and better offense unit in the long term than kappa, also a better support unit, i mean the movement reduction. Kappa if not upgraded to kappa shoya is not that great, both for creeping and againts heroes.

Maybe you wonder why i prioritize creeping rather than againts enemy heroes, because this is hard setting, like impossible setting in previous heroes, creeping is the most important thing in these settings. Faster and better creeping means you can build your buildings much faster than your opponent, that is the main reason, other? higher level (more skills/magics).

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enng
enng

Tavern Dweller
posted December 01, 2011 10:30 AM

Okej, then i will play in normal mode in the future.

Guys, what do you think about this setup for week 1 in normal mode?

Day1
* Hall of heroes -> 2nd hero
* Put your creatures from the 2nd hero to your main hero
* Pick up resources whit 2nd hero and creep whit my main hero
* Pick up ore, wood, crystal and gold mine as fast i can

Day2
* Second town rank

Day3
* Third level town rank (If o dont have enough gold build marketplace instead)

Day4-6
* Core Unit buildings

Day 7
* Basic Fortification

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted December 01, 2011 11:28 AM

Quote:
Question 2

Kapa vs Sharks

Which unit do you prefer in the beginning?
I prefer Kapas because the start units is coral priestess and Kapas. When i get my second hero i am chosing one whit same units i start whit. Some people prefer Sharks. But why? If u are using Sharks you are going whit a few kapas and a few sharks instead of a strong kapas army. I think it's better to focus on only coral pristess and Kapas. But maybie im wrong?


I don't think it's one or the other, but both.

Naga core synergy:

- Preistess - Shooters & Healers
- Sharks - Tank stack - Movement debuff very important to prevent enemy from getting to your priestesses
- Kappa - great initiative (your hero can cast before enemy goes, usually Rush! on the Sharks to get them up there)

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