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Thread: Inferno magic heroes - tears vs blood? | |
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lithium_111

 

Hired Hero
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posted August 08, 2012 02:40 PM |
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Inferno magic heroes - tears vs blood?
In your opinion, whats the best build for an inferno magic hero especially after the latest buffs of magic schools, which path would u take, what builds do u think essential for an inferno magic hero to be a destructive force?
Discuss?
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hobo2

  
  
Promising
Known Hero
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posted August 09, 2012 09:02 PM |
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Reinforcements and Regeneration are better than other abilities. Not only do they protect you from losses, but they do more damage to the enemy than direct damage abilities by dint of giving you more actual troops who can then kill enemies with their attacks.
Tears is better even at doing damage than Blood is. Right now there is a person complaining that Lightning might be bugged because he saw it kill 45 core creatures who were vulnerable to it. Can you imagine getting overly concerned by watching 45 core creatures show up with a Reinforcements? And that warcry is free, and useful in all circumstances just as a damage buff.
It doesn't really matter what faction you are, or whether you go might or magic. No matter what: Tears is superior and Blood is inferior. Of course: the game is very easy, and the killer apps for Tears are so good that they remain totally sweet even if you are Blood, so if you feel like going Blood for "thematic" reasons, you are welcome to do that.
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Elvin

     
       
Admirable
Omnipresent Hero
Endless Revival
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posted August 09, 2012 09:17 PM |
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You honestly compare regeneration and reinforcements to the awesome fiery destructive power of a pyromancer? Regeneration is strictly an early to midgame spell (at the very best) and reinforcements needs ridiculously big armies to be used offensively. Only the latter can actually contribute to damage and even then I can think of numerous better options. Tears is sweet but for other reasons and one of the two top ones is thankfully only available to might classes.
Amusingly both of the aforementioned spells are best used in earlygame to preserve troops, not even considering the insignificant amount of added damage and there it is not even a matter of reputation so you can make the best out of them regardless.
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chrambo

 

Hired Hero
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posted August 10, 2012 01:07 AM |
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I grab regen on one of the first levels and the rest is pyromancer all the way. After early game I've found that trying to preserve troops with inferno magic is kinda pointless, because their main troops that would normally be effective (cerberus, pitlords, juggernauts, and spiky dudes) are all pretty much trash compared to if they were led by a might hero. However, all you want to do in battle is last long enough to torch the enemy, as you can inflict MASSIVE losses through your spells alone. Lilim and their abilities are awesome in this regard. Split them into two groups to disable as much of the opposing army as you can. Pick blood, grab as much sp as you can, and get the fire perk that does dot. Have fun burning the enemy army to a sorry, charred crisp.
Of course, if you were to fight an inferno might hero, I would recommend switching to focusing primarily on dark magic with one or two nukes. Mass despair and puppet master can work wonders at gaining the upper hand troop-wise, while a lightning bolt/chain lightning can do the damage you need.
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Elvin

     
       
Admirable
Omnipresent Hero
Endless Revival
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posted August 10, 2012 10:44 AM |
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Yes, not much sense fighting fire with fire here Fire protection for demons. I should mention though that despair is no longer a blood spell and you'd better not cast it at all because a bug causes it to improve enemy morale.
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lithium_111

 

Hired Hero
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posted August 10, 2012 12:38 PM |
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care to share your blood pyromancer build?
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Elvin

     
       
Admirable
Omnipresent Hero
Endless Revival
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posted August 10, 2012 12:54 PM |
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Edited by Elvin at 12:58, 10 Aug 2012.
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What you'd expect. If you are blood you can't resist picking mass decay/life drain/inner fire, firebolt/ball/storm, puppet master, immolation, frenzy, acid storm, implosion or that buff-cancelling spell from dark. All the same, archery I, giant slayer, tactics II and some passive spell boosters are never a bad idea. Depending on opponent you may want to skip on some of those or pick others like lightning, time stasis, pretrification, fear, mass dispel etc. Tactics, logistics, snatch, regeneration are a given, I like to play fast.
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Map also hosted on Moddb
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lithium_111

 

Hired Hero
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posted August 10, 2012 03:58 PM |
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a i imagining things or are tears abilities and skills better than blood ones regardless of might or magic heroes?
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Dave_Jame

  
     
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted August 10, 2012 08:23 PM |
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Quote: a i imagining things or are tears abilities and skills better than blood ones regardless of might or magic heroes?
well just look at might abilities. On the trear side you have ressiliance, edurenc, counters strike and reinforcements.
On the blood side you have only Archery, cleav and the 3x attack skill. The difference when you use cleave in blood and tear is not that huge so, I would definitly go for tear when having a might hero. offcorce it would also depend on the Faction based abilities, but in general. tear is for the Might hero better IMHO.
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I'm just a Mirror of your self.
We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.
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xerox

  
      
Promising
Undefeatable Hero
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posted August 10, 2012 08:25 PM |
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The Pyromancer's fire thing that jumps around all the time is pretty amazing.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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lithium_111

 

Hired Hero
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posted August 10, 2012 09:30 PM |
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Quote: The Pyromancer's fire thing that jumps around all the time is pretty amazing.
yeah perfect for those who turtle, inferno snowes lol
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Scream

 
 
Adventuring Hero
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posted August 29, 2012 01:50 AM |
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To me it seems like all the might abilities are under-powered in general. I mean, I've seen might heroes take stone skin, haste, and then just boost luck/leadership and kick the crap out of me.
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Elvin

     
       
Admirable
Omnipresent Hero
Endless Revival
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posted August 29, 2012 08:00 AM |
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They are not all that bad.. Archery III, cleave, rampage, resilience and counterstrike are pretty wicked skills. The warcries are not as impressive yet but most of the time more useful for might than spells. Possible exceptions being pressed attack and the tier 3 warcries that are simply great.
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Map also hosted on Moddb
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Simpelicity

  
   
Promising
Famous Hero
Video maker
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posted August 29, 2012 07:23 PM |
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My philosophy, and y'all can think what y'all want to, is you don't need more than 3-4 spells/warcries in your spellbook. Focus yourself on the few abilities you're going to use and forget the rest, just get passive bonuses/abilities. Your hero only uses 1 spell per turn. If it's a short battle, he wont use many, if it's long, he's likely to re-use some of the better ones. Anything else than that is a wasted ability point, it wasn't used in the actual battle. Passive abilities, however, are still useful regardless of your hero turns. And in that regard, might is actually better than magic.
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"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88
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Pitlord

 
  
Known Hero
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posted August 29, 2012 07:35 PM |
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Quote: My philosophy, and y'all can think what y'all want to, is you don't need more than 3-4 spells/warcries in your spellbook. Focus yourself on the few abilities you're going to use and forget the rest, just get passive bonuses/abilities. Your hero only uses 1 spell per turn. If it's a short battle, he wont use many, if it's long, he's likely to re-use some of the better ones. Anything else than that is a wasted ability point, it wasn't used in the actual battle. Passive abilities, however, are still useful regardless of your hero turns. And in that regard, might is actually better than magic.
agreeing
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freespirit

 
Tavern Dweller
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posted August 29, 2012 11:04 PM |
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My Blood Pyromancer Build.
Lvl1 Regeneration
Lvl2 Firebolt
Lvl3 Tactics1
Lvl4 spare point
Lvl5 Forced attack-Immolation
Lvl6 Logistics
Lvl7 Fireball
Lvl8 Snatch
Lvl9 Mentoring
Lvl10 +2 Spellpower
Lvl11 +3 Spellpower
Lvl12-14 Spare points
Lvl 15 Meditation-Time Stasis-Petrify-Summon Earth elementals
Thats the core build.
The others points are used as needed. What i normally get if the Hero can get high enough is things like Ambush, Tactics2, +5 Spellpower 3x+3 Fire Spellpower, Life Drain, Mass Life Drain, Summon Dark elementals, Purge, Dispell, Mass Dispell, Storm Arrows, Frenzy, Puppet Master, Archery1 and 2. Thats mainly it. By the time Dmg Spells start to be weak compared to the enemy army i start to focus on Life drain, Dmg via Storm arrows, Frenzy and Puppet Master and CC via Time Stasis, Petrify. The Elementals are only for creeping purposes. Earth Elementals are the best Tanks in the game by far. +3 Fire Spellpower is always handy because it also strengthens Lilim, Breeder and Pit Lords.
Who says Tears is always better for a Might Hero must have never played a Necro Blood Might Hero. About 10% Life Drain from skill and 30% Life Drain through Mass Life Drain is awesome. 60% Life Drain Vampires are godly. It scales with army strength and because of that it is far better then any regeneration/heal could be.
Dmg spells scale better than healing spells. So if the direct dmg is snowty, guess what your renegeration/heal is even worse. And reinforcements is still good on a blood Hero, so not a big advancement there.
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Scream

 
 
Adventuring Hero
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posted August 30, 2012 02:32 AM |
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Yes... but you forget that the way to get tears is to let creatures go. Resulting in 0 losses. While the way to get blood will leave your army weaker.
That and the fact that I've seen that buffing your army, and having luck/leadership really negate any spells that are cast.
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Thunder_Titus

   
Disgraceful
Famous Hero
Inventor
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posted August 30, 2012 02:54 AM |
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Since demons are evil they should be bloody
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gnomes2169

    
      
Honorable
Undefeatable Hero
Duke of the Glade
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posted August 30, 2012 04:56 AM |
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If I'm not fighting Inferno, then I like to go for Blood. That late-mid game Armageddon is just nasty. With immolation I can one-shot a week's worth of creature's in a army led by a might hero, and yes I am taking upgrades, forts and 3 towns into account. It is a beautiful thing to watch your enemies slowly burn to death after you nuke the entire field with a hellish rain...
Against inferno, Armageddon is worthless, so I build tears. I take the bitter weepings of my foe, transform them into holy water, and fling them at the opposing demon forces. (Yeah, not really........ I just use those nice gating abilities that come from the Tears path.)
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
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