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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 · «PREV / NEXT»
ChaosDragon
ChaosDragon


Famous Hero
posted December 15, 2011 04:54 PM

Imo, beside creeping, there are no major drawback about inferno, except when in main hero vs main hero with equal army fight againts sanctuary or stronghold which made me gulp in the 1st turn, though it's still winnable but with major losses.

But, i think in hero vs main hero with equal army fight, major losses is always reasonable, unless one of the player completely outplayed the other.

Though inferno is indeed hard to play before hitting lv 15, and in lv 25 it suddenly own anyone, but i rarely get to lv 20 let alone lv 25 lol. This is mainly because inferno need many skills to be good, even with might hero or magic hero, both best path is always going hybrid.

Easiest way to play is probably going might blood path, with hardest is going magic blood path, magic tear and might tear is on par, but i like magic tear path best.

Oh and about those cerberi problem, reinforcement is the only way to go, combined with ambush and tactic 2. Ambush seems like a very important skill for inferno.

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Minion
Minion


Legendary Hero
posted December 17, 2011 09:41 PM

I don't know if they tried to balance this early game weakness by giving them the crazy armageddon structure in siege that kills practically everything, haha. So that their castle is basically impossible to take even midgame unless caught unguarded. But the problems is efficient creeping, which I find absolutely hardest for Inferno. I definately have not mastered the castle yet, but losses seem absolutely inevitable, if you want to keep creeping. Hence inferno Heroes seem to be never as high as those with other factions :S

Also in fights it is annoying that Haven and Sanctuary have a healer and a dispeller in their army already, and Inferno has, naturally, NEITHER. I mean like, geez, I really need to be level 25 to have all skills lol. /rant

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ChaosDragon
ChaosDragon


Famous Hero
posted December 18, 2011 04:41 AM

Well, if dynasty weapon are allowed, creeping is never a problem for all faction, even in hard difficulty map setting, but that means online mode.

In offline however, the best option inferno currently has in creeping is upg succubus asap, even if there are many undead stack guarding important mines, because succubus is the best creeper of all 3 inferno core units.

Yes, it's not that easy as other faction, especially haven, necro and sanctuary.

But inferno can still manage, the key is in hero skill. Indeed you must make sacrifice with this faction, to flag important mine and getting to important site asap or blindly creeping for level, in other word, hero level or creature dwelling, this faction can't have both.

I usually pick regeneration asap, then magic affinity/stoneskin depends on whether there is a dragon vein nearby, then enlightment, logistic/tactic, imo these are core skills for creeping. The rest is going hybrid, both for magic hero or might hero. Some passive neutral skills are also important, mainly ambush and tactic I or II depends on my enemy. If magic tear, reinforce, parry, +3 and +2 defence skill is surprisingly wonderful for major battle againts sanctuary and stronghold, toughness I and II also good, yes in itself, they don't add much (just 6% health bonus) but it stack with more defence bonus from another passive or stoneskin and parry and evasive manuver or another form or defense bonus (both passive or active). Yes, i know this is magic hero, but inferno is the weirdest in case of hero build, it must go hybrid all the time, both might or magic hero.

Another important thing i notice about Inferno, it can only become good at later level, after lv 15. This faction need many skills. However in lv 25, it suddenly able to defeat other faction with ease, the only problem is reaching that level.

And finally, imo the only major flaw why inferno need many skills is because of the bug in juggernaut, its organic armor said that it prevent any reduction of armor, but it also prevent any increase of it, so no stone skin for him, but he is one of the most important creature in inferno line up especially in late game, he goes well with inferno strategy which is divide and conquer, not to mention it has the highest initiative, without his taunt, cerbery rarely act, breeder will be blocked most of the time, and etc, this juggernaut is very useful for inferno. Sadly he is buggy. If he is not buggy, he can compensate the flaw of cerberi (killed early) and breeder (easily blocked).

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Humblepie73
Humblepie73

Tavern Dweller
posted December 22, 2011 06:19 PM
Edited by Humblepie73 at 19:03, 22 Dec 2011.

I've been playing for 3 days now (singleplayer only) and initially had problems creeping with inferno, too, but that is kinda ok now.

I always play them with a warlock because i don't know how to effectively creep with a heretic. He's got +40 mana bonus at startup (free regeneration might work aswell) and as others i pick regeneration, tactics and the +30 mana skill asap.

After that stand your ground, stone skin and maybe fire shield if i have to fight magic damage dealers early (else i get fire shield later).

I tend to buy as many heroes as i can afford in week 2 (oftentimes sacrificing elites and using the stone/wood/crystals to get champions earlier; the heroes learn architect in order to boost external creature dwellings so they can compensate for the lack of early elites a little). I buy the heroes with succubi and dogs on them (the more the marrier). Succubi get upgraded on day 8.

The dogs get the buffs/regeneration and i found creeping relatively ok this way. Enthrall the last enemy unit(s) and let the dogs regenrate to full stack size.

When main heroe is around level 7 i get enlightenment and mentoring, so my secondary heroes can get level 5 and pick economist 2 (more market places), one of them gets architect 2.

I can oftentimes build champions in week 3 this way and from then on creeping is very easy.

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RollingWave
RollingWave


Adventuring Hero
posted December 23, 2011 02:42 AM
Edited by RollingWave at 02:57, 23 Dec 2011.

Quote:
Imo, beside creeping, there are no major drawback about inferno, except when in main hero vs main hero with equal army fight againts sanctuary or stronghold which made me gulp in the 1st turn, though it's still winnable but with major losses.

But, i think in hero vs main hero with equal army fight, major losses is always reasonable, unless one of the player completely outplayed the other.

Though inferno is indeed hard to play before hitting lv 15, and in lv 25 it suddenly own anyone, but i rarely get to lv 20 let alone lv 25 lol. This is mainly because inferno need many skills to be good, even with might hero or magic hero, both best path is always going hybrid.

Easiest way to play is probably going might blood path, with hardest is going magic blood path, magic tear and might tear is on par, but i like magic tear path best.

Oh and about those cerberi problem, reinforcement is the only way to go, combined with ambush and tactic 2. Ambush seems like a very important skill for inferno.


I dunno man, I tried some duel games and Inferno ended up being the hardest to play by far, though I guess using the Might-Tear hero wasn't a great idea (since his ultimate doesn't do anything in this situation) but still I totally got my ass handed to me by every other faction, and when I tried to play the reverse situation I won pretty easily.

There are quiet a few general problems, for example if you don't pick dynasty bonus, it''s likely you won't be able to start gating until the second round or later, and what's worse, once you gated out all your living stacks your gating gauge is usless, and even the AI would have the good sense to go after the real stacks instead.

Also, Breeder's weakness is too much in this situation, against magic hero the drains do nothing, even after 15 turns they still have mana (because Breeders are easy to block even if you have 2 stacks of them.) against might heroes you might be able to empty their pool after 10+ turns but even then he still have plenty of moves that can be used.

And to make matters worse plenty of bugs are still around in 1.2 with regards to cleave, AKA if you killed a gated creature you always get another Cleave attack.

At this point I'd think they really need to changing gating, either the gated creatures are seperate from the original (aka don't die after the original stack does) or you can gate multiples of the same creature.

In normal duel mode right now it seems to be Haven >= Nercopolis > Stronghold >= Sanctuary >> Inferno.

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Humblepie73
Humblepie73

Tavern Dweller
posted December 24, 2011 03:31 PM
Edited by Humblepie73 at 15:32, 24 Dec 2011.

I haven't experienced the gating issues listed here yet, but i got a different one.

All my heroes can only use level one gating, even high level ones that should be able to use gating level three (i'm playing singleplayer maps if that matters).

Am i missing someting or is that another bug? Anyone knows?

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x-ecutionner
x-ecutionner


Known Hero
posted December 24, 2011 04:11 PM
Edited by x-ecutionner at 16:12, 24 Dec 2011.

Without Dynasties weapons, Inferno are unplayable : You need these 20 ravagers to tank the damages for you. But then, you won't get Arachne and it's 150% lifesteal, so you are at a disadvantage.

Don't play Inferno without Dynasty activated. Else you can't win.

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ChaosDragon
ChaosDragon


Famous Hero
posted December 27, 2011 07:22 PM bonus applied by alcibiades on 28 Dec 2011.
Edited by ChaosDragon at 19:48, 27 Dec 2011.

@RollingWave
I don't play duel that often, so no comment there. Perhaps just one comment, yes, from my duel experience, it is the hardest faction and the easiest to be defeated (unless mirror match).

But in normal mp game (even in offline / no dynasty), inferno is not that bad, perhaps the reason why it is the hardest to play in duel is because you don't get the chance to choose skills/magics, or maybe you can choose skills in duel, idk, because i rarely play duel.

Well, inferno is the only faction that rely so much on skills/magics, and it must be choosen very very wisely, and after playing this faction intensively in offline mode, the skill set combination that they need in order to thrive are the weirdest compared to other faction. And it need a minimum of lv 15 to thrive, with few to several skill point saved for major lv 15 skills/magics. Even better in lv 20, and best at lv 25+ (if you manage to reach it of course).

And in duel, the skill/magic set given to them are very laughable, i can even say that if i pick that kind of skill/magic set when using inferno, i might as well leave the game immediately.

One thing i notice if talking about breeder, that thing can be compensated with ravager and tactic 2, making it hard to be easily blocked, but one major problem is that ravager defence can't be boosted except from passive skills, which i think is due to bug, because its "organic armor" skills says it cannot be decreased, not both (decreased and increased), unless it is the tooltip that is wrong, but i hope it is a bug. As in its current incarnation, breeder is compensated by ravager, but inferno need few skill to do that, but for the ravager to be able to do that and be useful in battle, inferno need many skills (especially passive skills), hence why i often said it.



@Humblepie73
Yeah, you need to upg succubi asap for creeping in offline mode (no dynasty weapon mode).

In inferno case, you need to always use all 7 creature slot in your hero, especially for creeping in offline mode.

Well, if you ask why, gating in HoMM VI is wierd, the number of creature that you can gate depends on your original number. I mean, if you have a total of 20 succubi, then you split it to 7 stack, six stack of 1 succubi and one stack of 14, then if you gate all of them, the stack of 1 succubi will gate the same number of succubi as the stack of 14 succubi, and i believe this is not bug but a new mechanic of gating, besides tooltip never say any rule to this case.

Well, if you wonder why gating split and gate that sucubi, well it's the best way to replenish inferno rank if you like regeneration magic, and with just 2 stack of succubi, you can perma enthrall 1 stack. Other reason to do this is, the more stack you have, the higher the chance you secure lucky strike which will help your racial ability (i mean gating). And if you use magic hero, it also maximize hellfire passive ability in early game. This means tactic skill is very imporant for inferno early.

As for creeping with heretic, in offline mode of course, go magic first, then go hybrid, yeah it's weird, i've said it above, that in case of inferno heroes, whether magic or might, you will be forced to go hybrid in the end, unlike other faction heroes. There are no skills in heretic tree that will do good in creeping at early game, so you are forced to take that +30 mana bonus and regeneration and choosing exp in case of chest reward, without those two, unless you are playing easy map difficulty, you won't be able to creep with heretic, this is due to infero line up doesn't have any healer unit unlike other faction (haven, sanctuary, etc).

About your gating problem, i never experience it, maybe that is due to the map.

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Humblepie73
Humblepie73

Tavern Dweller
posted December 27, 2011 11:47 PM

I've tried fiddling around with using all 7 creature slots with inferno and it works fine for me in week 1 (using 4x1 succubus to fill the remaining 4 slots), but during week 2 i usually switch to only 5 filled stacks as long as i got mana for regeneration.

The reason for me is that i lose upgraded succubi (forgot their name, Lilians? or Lilith?) here and there when the neutral stacks i combat get more powerful, so i just wall in two equal stacks of them with 1x dogs and 2x madmen.
The AI pretty reliably attacks the dog stack which i leave in defend mode with regeneartion on them, the two stacks of upgraded succubi ensure that i can heal the dogs to full stack size most of the time.

When the hero is out of mana then i agree it would be best to fill up all seven slots again.

My skillpicks go like this atm (heretic with +40 mana bonus):

1) regenration
2) tactics
3) +30 mana skill
4) logistics
5) enlightenment
6) mentoring

I buy 3 additional secondary heroes in week two (for a total of 4 secondary heroes), which i can mentor to economist 2 and architects (i buy the heroes with succubi and dogs on them as i mentioned in my previous post).

After that it usually goes like this:

7) stand your ground
8) mass stand your ground
9) ambush
10) dispell
11) mass dispell

After that i pick passive skills because i figured that picking more spells/abilities could be wasted skillpoints because your opponent might have (mass-)dispell, too, or you find spell scrolls (or can maybe buy them at an artefact merchant or another town).

What i would like to know is if the level 15 spells/might abilities are dispellable or not. If they aren't dispellable then they might be worth picking, otherwise i think i'll just stick with passive skills.

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ChaosDragon
ChaosDragon


Famous Hero
posted December 28, 2011 02:13 PM
Edited by ChaosDragon at 14:26, 28 Dec 2011.

Your skills set are almost identical as mine, but it is slightly different in the order of when it is taken.

Dispelable, yeah i agree passives are good (especially late game) but active skills are good, in case of active skills you just need the right time to activate it, lest it is wasted.

Also, keep in mind that dispell has 2 turn cooldown, and mass dispell has 3 turn, mass dispell can't dispell all your creature, it's just a dispell with 3x3 square Area. And don't forget stronghold doesn't have access to dispell, but inferno can dispell them. Point is, active is as useful as passive for inferno, and you need both after reaching lv 15. Imo, even if you walk a tear path or blood path, as heretic, it is best to go hybrid.

Consider tactic 2 as passive skill, it's awesome in late game except againts stronghold and santuary. One of the good synergy for this is reinforcement/heroic charge skill + cleave, not adviced for early-mid game though.

Good passive for inferno i think is defense buffs, parry, health buff, those passives synergy with each other, if you have all of them, stronghold and sanctuary won't instant kill all your cerberi in turn 1 or mess your pit lord (this is for sanc, i mean kirin hailstorming your pit lord). Other offense oriented passives are also good, but inferno already have high offense potential, but its defense are very lacking, and HoMM VI inferno is not as fast as HoMM V inferno (compare their initiatives), add the new mechanic of gating to that too, so i think defense is better than offense.


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Boodler
Boodler

Tavern Dweller
posted June 11, 2012 03:57 PM

I had an interesting battle against an inferno army.
I wonder how you guys deal with an inferno army lead by a warrior hero who has level 3 counter strike. (meaning, the attacked stack will attack before you actually hit it for the first 3 rounds)
I found that my sanctuary army had basically no chance against the gating-increased inferno army.
In other words: later on in the game, when battles last 4+ rounds, is inferno's racial skill way overpowered? Almost cloning your army seems (and felt) a bit more powerful than getting +7 might and magic defense and +14% hp for 1 round.

Of course, I might have done a few minor mistakes (and maybe major ones, you tell me) in the battle, but the general feeling during and after it was that I had no chance against the increasing numbers.

Any suggestions?

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted June 11, 2012 07:35 PM

Gating is certainly not overpowered, in fact it's a bit underpowered with the current random gauge filling + a moderately clever opponent can limit Gating's efficiency further.
Sanctuary beats Inferno in the Initiative department and has better shooters so in essence you are free to choose whether to attack and force the demons into defensive (this is bad for them) or to wait them to come to you provided that you can form a decent turtle (which however might backfire as Inferno has strong offensive and you might find yourself losing stacks faster than expected). I haven't played in months  but from what I remember - block the shooters (usually the Breeders) with the Kirin if you have them or freeze the Ravagers so they can't disrupt your attack pattern, use the mist to move your slow walkers and block the Succubi and fire the Kappas against the biggest cluster of creatures on the other side (the jump is just broken, the damage dealt is enormous). The Pit Fiends/Lords will probably attack whatever they want provided that it is in range but as long as it is not a stack of shooters, it shouldn't matter all that much. Do NOT attack the Pit Fiends/Lords with anything that can be retaliated against, especially if they have Life Drain cast on them - use shooters to dispatch them instead. Get rid of the Tormentors/Lacerators as soon as possible, with focus fire if necessary, because they are among the most dangerous candidates for gating.
Or just cast Retribution Aura III and watch how the poor opponent commits suicide.

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MeanMan
MeanMan


Adventuring Hero
posted September 02, 2012 01:01 PM

so... do you guys think Inferno is now balanced in comparison with the other factions? is it now possible to win with Inferno against a equally strong Necropolis army? what's your opinion?

do you guys prefer Might or Magic, Blood or Tears with Inferno? i like playing Might/Blood, the increased Luck damages is wicked.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 02, 2012 01:25 PM

Seems pretty good now, may even need some nerf with the unit luck values. Fire spells have improved, tormentors are harder to kill due to acquiring dead flesh(20% might reduction), luck's favoured I-III gives more luck points(3/5/8), cerberi have gotten a little tougher and juggernaut and tormentor upgrades how give +2 units as opposed to +1. They could probably use a few more tweaks but they are fine as they are.
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Volitale
Volitale

Tavern Dweller
posted October 09, 2012 12:52 PM

Inferno is my favourite town in h6, and would like to learn more from others strategies, so pls keep em coming.
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Ghetto
Ghetto


posted October 09, 2012 04:44 PM

Quote:
so... do you guys think Inferno is now balanced in comparison with the other factions? is it now possible to win with Inferno against a equally strong Necropolis army? what's your opinion?

do you guys prefer Might or Magic, Blood or Tears with Inferno? i like playing Might/Blood, the increased Luck damages is wicked.


I guess if they are equally strong they both have a chance! lol, oh the funny business.  Anyways, inferno is that faction I can never remember as it was pretty bad upon release.  With a few patches spread over the year I feel like they have become over powered in a way, and under powered in a different way.  Of course I am talking about might vs. magic.  

The most lethal build you could do is to go blood reputation with a magic class.  If your game is long enough and you get level 2 blood, then the game should be in the bag.  Armageddon is the highest damaging spell out there if you consider the damage boost of immolation.  Combine that with the staff of no heal for you and you have just countered any comeback chance there was.  

Even if you manage to only get tier one blood before the final battle you are looking at a hard to beat class, that throws down some hurt spells and turtles to well.

On the other hand if you go the might route it seems more balanced.  I would say the greatest advantage of going might is the hall of heroes selection has two inferno guys that have some great specialization bonuses.  Delver of the royal purse and kennel master, yes please! I usually pick those two up even if I pick magic so it isn't much of a bonus.
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ChrisD1
ChrisD1


Supreme Hero
posted October 11, 2012 08:25 PM

i will ask here too. why every other ranged magic creature has magic retaliation and inferno's magic creatures have might retaliation?
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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted December 05, 2012 01:02 PM

Hero strike


The inferno hero's default attack is a mystery for me. From the description:
Quote:
Inferno heroes know in advance whether their default attacks will be critical hits. Might increases the damage bonus of the critical hits.

How do this work? Is there a sign somewhere saying that the next attack will be lucky? Must the creature be "marked" with a hero attack before it can be known that the next attack will be lucky? "Might" is mentioned, that is the hero stat, right? Finally, is it a good ability?


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flonembourg
flonembourg


Known Hero
posted March 16, 2013 09:34 PM

Quote:

The inferno hero's default attack is a mystery for me. From the description:
Quote:
Inferno heroes know in advance whether their default attacks will be critical hits. Might increases the damage bonus of the critical hits.

How do this work? Is there a sign somewhere saying that the next attack will be lucky? Must the creature be "marked" with a hero attack before it can be known that the next attack will be lucky? "Might" is mentioned, that is the hero stat, right? Finally, is it a good ability?



Same for me i don't understand the description...
Is there anybody who could explain me please

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 16, 2013 10:58 PM

It is possible that this was never implemented in the first place. I have never really paid attention to it.
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