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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 strategy: Playing Inferno faction
Thread: Heroes 6 strategy: Playing Inferno faction This thread is 3 pages long: 1 2 3 · NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 18, 2011 08:31 AM
Edited by alcibiades at 08:35, 18 Oct 2011.

Heroes 6 strategy: Playing Inferno faction

This thread is for discussing the strategy for playing Inferno in Heroes 6.

Strategy Thread Group: Haven | Inferno | Necropolis | Sanctuary | Stronghold
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Kitten
Kitten


Known Hero
Roar
posted October 18, 2011 07:21 PM

What hero special do you like for your Inferno might hero? I made mine have +10% extra on Regeneration but I think +40 mana is better =/

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e3772014
e3772014


Adventuring Hero
posted October 19, 2011 12:54 AM

Quote:
What hero special do you like for your Inferno might hero? I made mine have +10% extra on Regeneration but I think +40 mana is better =/


Depends on the map.  Regeneration is useful as it makes your regen more effective and saves you a skill point, which you can use for logistics/enlightenment in the beginning.  40 mana is ok in the beginning, since it allows you to creep more, but really loses its edge in a few levels...

Have you tried exploration?  If you start with that you will need to pick regeneration as your first skill, which delays enlightenment, but you do have the option to have +6 land movement.  That lets you catch up or run away from enemy heroes..I pick that most often, with any hero.

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Kitten
Kitten


Known Hero
Roar
posted October 19, 2011 09:24 AM

I never thought of that xD Usually I go for something that boost in battles but the extra movement seems good too! I thought that picking regen also saves me a point, especially being the first one I would pick Enlightment

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Vaeledrin
Vaeledrin


Adventuring Hero
posted October 19, 2011 12:54 PM

Are we talking about dynasty bonuses too?

Because that also changes which specializations you may wish to take.

I think acolyte of fortune is also pretty solid since your racial is boosted by critical hits. Also, I would include fire magic specialization since, at the very least, pit lords deal fire damage and would go well with blood based magic hero.

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e3772014
e3772014


Adventuring Hero
posted October 19, 2011 06:49 PM

Quote:
Are we talking about dynasty bonuses too?

Because that also changes which specializations you may wish to take.

I think acolyte of fortune is also pretty solid since your racial is boosted by critical hits. Also, I would include fire magic specialization since, at the very least, pit lords deal fire damage and would go well with blood based magic hero.


Yeah fire is solid.  Succubus and (I think) breeders also deal fire magic based damage.  However the +3 movement bonus is insane when you consider longer games (you gain 3 per day = 21 more movement per week over your opponent, meaning more creeping, easier chaining, etc)

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Vaeledrin
Vaeledrin


Adventuring Hero
posted October 20, 2011 12:48 AM

I am going to venture to say that it is probably more map dependent, in some cases the pay offs will be much better with exploration and in other cases it'll be a good skill but not necessarily the best.

Though if we talk about dynasty traits, you'll end up netting a total of 6 movement points at the very least.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted November 07, 2011 10:56 PM
Edited by War-overlord at 22:57, 07 Nov 2011.

It's probably just me, but how in the Name of Urgash am I supposed to aim a Juggenaut's Charge skill?
I only rarely get to place that square on a place that allows me to use it and I'm not seeing what the criteria are.
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Nelgirith
Nelgirith


Promising
Supreme Hero
posted November 08, 2011 10:22 AM

Quote:
It's probably just me, but how in the Name of Urgash am I supposed to aim a Juggenaut's Charge skill?
I only rarely get to place that square on a place that allows me to use it and I'm not seeing what the criteria are.

You need to target a 2x2 area next to an enemy creature (the 2x2 area must be totally free and must be in contact with an enemy). Any unit (friendly or enemy) that is 1 square from the pathing will take damage.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted November 08, 2011 01:00 PM

Quote:

You need to target a 2x2 area next to an enemy creature (the 2x2 area must be totally free and must be in contact with an enemy). Any unit (friendly or enemy) that is 1 square from the pathing will take damage.


Great, that helps a lot. Still some questions left for me though.
Can I pick an area outside the movement allowance?
And more importantly, can I aim this charge through or agains a seige-gate?
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forest001
forest001


Known Hero
posted November 08, 2011 01:47 PM

Quote:

Great, that helps a lot. Still some questions left for me though.
Can I pick an area outside the movement allowance?
And more importantly, can I aim this charge through or agains a seige-gate?


you can't move further than you would be able to otherwise.

as as for charging through gates, i'm not sure, but you can charge through other units.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted November 10, 2011 08:49 AM

Quote:
Quote:
Are we talking about dynasty bonuses too?

Because that also changes which specializations you may wish to take.

I think acolyte of fortune is also pretty solid since your racial is boosted by critical hits. Also, I would include fire magic specialization since, at the very least, pit lords deal fire damage and would go well with blood based magic hero.


Yeah fire is solid.  Succubus and (I think) breeders also deal fire magic based damage.  However the +3 movement bonus is insane when you consider longer games (you gain 3 per day = 21 more movement per week over your opponent, meaning more creeping, easier chaining, etc)


Succubus and Breeders have fire damage on their attacks, but the Pit Lords only have it on their boundless hate ability, not their attacks. With the blade of hatred affect, I'm not sure how fire can improve this...do the affected enemy stack's deal more damamge if fire magic is high? If no affect, then Pit fiend is not affected by fire magic...

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted November 10, 2011 10:26 AM

Hateful Retaliation does fire damage as well.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted December 10, 2011 09:49 AM

Seeing, that this thread is virtually non-existant, I should probably write a couple of pages here - and I'll do it one of these days, but for now this is just a

*BUMP*

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted December 10, 2011 02:09 PM

Best strategy for inferno that comes to my mind is to hit the lower right button in the hero screen and confirm

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted December 10, 2011 03:41 PM

I'm not really in the mood to start the "Inferno is underpowered as hell" (pun intended) thing in this thread as well, it's rather futile really, but I'd like to point out that the Pit Lord has the most useless ability of all upgraded Champions. Boundless Hate adds virtually nothing to the creature's effectiveness.

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Momo
Momo


Promising
Famous Hero
posted December 11, 2011 08:11 PM

Quote:
Seeing, that this thread is virtually non-existant, I should probably write a couple of pages here - and I'll do it one of these days, but for now this is just a

*BUMP*


Please do?

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x-ecutionner
x-ecutionner


Known Hero
posted December 12, 2011 04:33 AM

Quote:
This thread is for discussing the strategy for playing Inferno in Heroes 6.





My best advice for playing Inferno :

Wait 1.2

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted December 12, 2011 07:34 AM
Edited by feluniozbunio at 07:36, 12 Dec 2011.

More like 2.1

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x-ecutionner
x-ecutionner


Known Hero
posted December 12, 2011 03:55 PM

Quote:
More like 2.1


LOL xDD

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