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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
NamelessOrder
NamelessOrder


Famous Hero
posted January 19, 2014 09:59 PM

VodevilX said:

first,
Does puppet master work on sacred kirin? It is not working, because it shouldn't by design, or simply because bugged? Or am i just missing something?


it works but it's not easy to cast since (outside shaman vs Sanc)they have the highest ini and Priestesses will cast Waves on them.

VodevilX said:
second,
Special on higher level adds def and + % HP.
So am I getting handicapped at healing myself, after using it and gaining + % HP? This one i don't know, haven't tested just came to mind.

what??? could you explain what you mean by that?
____________
Uplay: ZergRusher | H6: Thoughts on duels | DoC: Cassa

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VodevilX
VodevilX


Hired Hero
Skeleton Jack
posted January 19, 2014 10:26 PM

NamelessOrder said:
VodevilX said:

first,
Does puppet master work on sacred kirin? It is not working, because it shouldn't by design, or simply because bugged? Or am i just missing something?


it works but it's not easy to cast since (outside shaman vs Sanc)they have the highest ini and Priestesses will cast Waves on them.

VodevilX said:
second,
Special on higher level adds def and + % HP.
So am I getting handicapped at healing myself, after using it and gaining + % HP? This one i don't know, haven't tested just came to mind.

what??? could you explain what you mean by that?


Well, then let me explain, but it might not be a question at all.

You gain like lvl 2 or + racial, and it gives +14% Max HP. Let's say Kensei gains hp boost from 93HP to 106HP. So i guess it is a handicap, because the hero's or pearl's heal/regen doesn't scale with the increased HP. Looking at it this way, it doesn't look as good, as any other racial, well even if only in certain situations.

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NamelessOrder
NamelessOrder


Famous Hero
posted May 10, 2015 09:51 PM
Edited by NamelessOrder at 22:12, 10 May 2015.

I was writing it for a friend and i guess i can post it as well here:

Sanc might blood build for duels:


Sanc Blood might vs magic heroes
army: might (Sanctuary I)

hero's specialization: Paragon of Vigor

abilities:
defense III, attack III, morale III, (you may choose luck III, dont know which one is better for Sanc)
reinforcement II, ambush, tactics II
pressed attack, heroic charge, Heroism
toughness III, cleave, giant slayer, Rampage, Resilience (you may also switch Resilience to Archery )
magic defence II, mass dispel (mass dispel is pretty important vs magic especially vs Necro Magic Tears)
Ice Bolt & Ice Breaker (you may dropped this since Ice Breaker is bugged and Kirins wont apply Frozen effect on units when using their active ability)

you may consider Blizzard since magic heroes camp in the corner a lot


for those of you who want to play with Dynasty Bonuses (warning: they are buggy and crashes may occur, also i dont play with DB that often so i'm not 100% sure about this part):

Dynasty weapon: Sword of Whistlebone
Traits: Aggressor (+3 attack), Burning Spirit (+3 magic power), Windrunner (+1 movement), Unyielding (+2 attack & +2 def), Serene Spirit (+3 magic def)
Pet: Shadow Panther is obviously the best but it's so buggy that i recommend to play w/o it and use Dragon Whelp

------------------


Sanc Blood might vs might heroes
army: might (Sanctuary I)

hero's specialization: Paragon of Vigor

abilities:
defense III, attack III, morale III, (you may choose luck III, dont know which one is better for Sanc)
ambush, tactics II
pressed attack, heroic charge, Heroism
toughness III, cleave, giant slayer, Rampage, Resilience, Archery I, Counterstrike I
Dispel, magic power II
Water Magic II (you may change Water magic II into Magic Def, or give up one point for mass dispel), Blizzard (it's pretty important vs might)


As you can see the builds are fairly similar and you may build one hero to face every enemy.

for those of you who want to play with Dynasty Bonuses (warning: they are buggy and crashes may occur, also i dont play with DB that often so i'm not 100% sure about this part):

Dynasty weapon: Iron Feather (for shining Feathers) or Sword of Whistlebone
Traits: Aggressor (+3 attack), Burning Spirit (+3 magic power), Windrunner (+1 movement), Unyielding (+2 attack & +2 def), Warden (+3 def),
Pet: Shadow Panther is obviously the best but it's so buggy that i recommend to play w/o it and use Dragon Whelp

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Uplay: ZergRusher | H6: Thoughts on duels | DoC: Cassa

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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted May 11, 2015 10:48 AM

I think I have a somewhat general strategy when it comes to building up towns. Upgrading to Capitol is a must, for it ensures a decent daily income which is much needed. There is a dynasty trait that gives you a level 1 Fortification at the start of the map. This definately saves resources and time (you don't have to waste a day building it). A marketplace is a good one to have around the beginning, but most of my resources are spent on the quick building of town portals. When my hero is roaming about, gathering resources etc, I don't want the enemy to sneak in and take my town, so I need to be able to return quickly.

With Sanctuary I usually build the Priestess and Snow Maiden buildings first, for ranged support 'n damage in my army. The two special buildings I select are the one boosting Honor-points outside the area of control, and the one increasing Air/Water magic damage by 15% each. The water shield-building isn't really useful. The other choice, if you don't go for the Shrine, provides a decent pre-combat bonus if you value this over extra magic power.

--
One could indeed decide to build a Might vs Magic hero for each faction, but I stick to my allrounder, the Stronghold Might Tears hero. The drawback there, however, is the lack of Dispel/Dispel Mass. Only Purge is available, and that only removes positive effects.


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