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Heroes Community > Heroes 6 - The New Beginning > Thread: Favourite Element!
Thread: Favourite Element! This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
natalka
natalka


Supreme Hero
Bad-mannered
posted February 08, 2013 10:15 AM

tear stronghold is pretty good imo with mother earth`s blessing. It has a straightforward build too. If you take an Earth master specialization you have bonus in mother earth`s blessing and also petrification , stone skin...
blood stronghold I dunno but you have a balanced situation, with  a mediocre  spellpower your spells aren`t that good but you have a high attack and your racial for +10 attack makes the difference. Against other mages I think it is very easy to win with a blood mage

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted February 08, 2013 11:23 AM

Yeah, should have mentioned it earlier, but I play without ultmates.
I'm more of a duelist, and they are banned in those games anyway.
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Hermes
Hermes


Famous Hero
posted February 09, 2013 07:53 AM

Nah, personally I dont like these atlrtificial limitations, I love ultimate abilities they are fun!
My stronghold blood mage is strugglimg against other mages though..

Any advice how to make full summoner tears? All 6 elementals !

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted February 09, 2013 03:29 PM
Edited by Locksley at 15:36, 09 Feb 2013.

Favourite Element
Fire, especially with Haven. Inquisitors like to burn people at the stake, you know Just like demons. And the mass spells really rocks for everyone.

Favourite Elemental
Light elementals because of their reataliation which is really cool even if it's easy for the enemy to avoid with some UV protection


Stronghold Magic
I appreciate your hints a lot because I find tear shamans to be a bit difficult to play; the dreamreavers are not tough enough in the melee and I think I've put to much emphasis on them until now.

With a blood shaman - Storm Caller - I would definately get Air III and Pressed Attack to have a mana free way of striking with air damage. The bad part is that thunderclap doesn't seem to work with the hero attack. Anyway, you will have massive initiative which will help a lot, and stronghold has many ways to avoid enemy counterstrike III.

Especially if you get a Bow Artifact to negate cyclopses' range penalty it's a good idea to get Fire III. But inner fire and to some extent fire ball is good anyway.

Life Drain is another spell that I like to have as an orc, and blood shamans make it even stronger.


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natalka
natalka


Supreme Hero
Bad-mannered
posted February 09, 2013 09:01 PM

@ locksley
shamans don`t have counterstrike III . Also what did u mean u have troubles with tear shaman - in clearing neutrals?
@Hermes
I think your build will be very creative but not comeptitive and all builds depend on matchup. At least tell me will you be fighting a magic or a might hero.

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted February 10, 2013 12:27 AM
Edited by Locksley at 14:03, 13 Feb 2013.

The enemy may have CS3 and which often means that the first strike opportunity that comes with good initiative is lost. But a storm caller has both great initiative and an army with shooters and abilities that doesn't allow the enemy to retaliate.

My problem with tear magic is that the almost obligatory Earth Magic III suggests that the dreamreavers should be able to have a more active role instead of only tanking and casting. But my opponents tend focus on them when they are within reach and they have low durability in those situations. I mean I don't charge in with them asap and I use their spells, but then I need them to help my nonmagic army at the front and they go there and die. It's inspiring to read about how you and others play tear magic, how you boost the army as a whole and get the most out of a might oriented army.

Blood magic is less complex: charge with a mass spell, summon tesla coil idol at the front line and cast some destructive, preferably before armies grow to big.


A question:
Don't you find purge and dark elementals to be useful for dispelling? Purity is mentioned which is a great counter to curses and control spells. But are buffs and war cries too ineffective when playing against orc - i.e. are the orcs better of casting their own buffs instead of "dispelling" the enemy's buffs?

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natalka
natalka


Supreme Hero
Bad-mannered
posted February 10, 2013 07:09 AM
Edited by natalka at 07:20, 10 Feb 2013.

About your problems with the dreamwalkers..If you are facing a might hero you can`t expect your army to be challinging for your opponent. You can stay back and attack from range and keep defensive with panthers and same goes for dreamwalkers. Maybe use them to protect your shooters.
You can than cast dark elementals and camp on your side and remove those buffs because every removed buff is less % of your life lost and I tend to look on my army as a meat shield when playing magic vs might

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Gameslayer989
Gameslayer989


Known Hero
Always looking for a fight!
posted February 12, 2013 05:40 PM

huh, here I always thougth Dreamwalkers had insane damage, then again I only play stronghold magic against might factions

My favourite element is air for the dazed effect, with earth coming close second with it's acid cloud and petrify. However, when I'm playing inferno I cannot help but use fire magic >

But generally when I play I will always use magic from nearly every school, so long as it does high damage I'm not picky

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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted February 13, 2013 02:01 PM

Learning to play magic stronghold is currently quickly rising on my top 3 things to do list. Its style really suits the faction, I think. Blood, tears vs might, magic - I will master everything... It's a good thing that the expansion got delayed.

* * * * *

Quote:
Any advice how to make full summoner tears? All 6 elementals !

I remember a duel replay of a tear magic demonist who tried to use summoning as a way to increase his chances of getting lucky hits and increase gating. But his enemy was a turtling necromancer and there was simply no space for all the elementals around the undeads' formation, and luck just didn't show up on any attacks. The demonist had to abandon his plan and turn to other spells. But he said he had been very succesful when testing his strategy before the duel. I think there is some logic in the plan, perhaps it's better against factions that tend to move around

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 13, 2013 02:19 PM

Against full magic blood, it's like hoping that your opponent will take pity and try not to annihilate you very much. Magic tears is weak by default against magic blood and elemental summoning is rarely a good starting choice. Would have been interesting against a might hero though.
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natalka
natalka


Supreme Hero
Bad-mannered
posted February 13, 2013 11:55 PM

Quote:
Against full magic blood, it's like hoping that your opponent will take pity and try not to annihilate you very much. Magic tears is weak by default against magic blood and elemental summoning is rarely a good starting choice. Would have been interesting against a might hero though.

That`s why it is necessary to take skills from the might tree.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted February 14, 2013 07:21 AM

Quote:
Inferno jumps from target to target long after it was cast, provided that the stacks are close to each other. It can mess you up and cause a panic reaction if you don't know how to deal with it. Burn baby burn

Is there anyway to counter pyromancer's inferno and the strong fire magic?

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natalka
natalka


Supreme Hero
Bad-mannered
posted February 14, 2013 12:39 PM

yes..your best bet is to leave the "diseased" unit alone and scatter the rest  of the your units nearby.
hmmm...but then a clever pyromancer would cast inferno on the unit with the highest initiative and then inferno will be transfered. If you are lucky you can avoid the next transfer.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted February 14, 2013 01:01 PM

@DD: Lots, what is the matchup in question?
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted February 14, 2013 02:24 PM

No specific matchup, just wondering how to counter a pyromancer...especially with Inferno (difficult to avoid it jumping when cast at the right time).


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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted February 14, 2013 03:07 PM

In a mirror, pyromancers are more likely to improvise, on account of the Demon's innate fire resistance - which is just high enough to make them hesitate to rely on a pure Fire build. Expect Chain Lightning with Daze, especially because he gets to hurt You and move along on the ini bar. Spread your troops out, try to position your damage dealers so Fireballs get hard to aim, and always leave him with options:
As I said, first turn is most likely Chain Lightning time - so, buff your units or curse his, he won't be able to do anything about that right now. If he reacts round two, that means that from then on, You have the timing advantage, - don't underestimate it.  Yes, in order to be most effective, Inferno has to be cast early - but how is he to know where the choke points will develop yet? Clusters around shooters are less likely to remain so, the Breeder being mobile, and Lilims being a potential melee combatant(All it takes is the Centaur's Bow, and they'll be right up close and personal... and even doing half damage, Might heroes may prefer to make use of their pain reflection while soaking up retals - which is also good for killing off the gated ones when they get too weak.), or even a simple lure.
From here on, it becomes harder to predict the moves, but unless You turtle, he should have other, just as viable options - counteracting a mass debuff, racking up on ini with Mass Inner Fire, Frenzying a damage dealer of his that got into a prime position...
Once it hits, try to evaluate how urgent it is to get away. One or two hits may be acceptable provided it buys You time You need, even more so if the afflicted stacks had already carried out what was needed of them.
TLDR: There is no magic trick to make the spell go away, but You should be able to plan around it.

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Hermes
Hermes


Famous Hero
posted February 14, 2013 03:15 PM

Fire magic does actually suit Inquisitor a lot I tried it and liked it

Disappointed with other elementals a bit, Light Elemental is still the best, maybe followed by water(ice strike) or fire(no melee penalty, fireball on melee attack)..

Dreamwalkers...On Earthshaper they are alright, as you would want to cast spells with them and defend your cyclops while they deal fire damage But on Stormcaller, due to his high might attack stat, I now tend to choose jaguar warriors to deal some massive damage at the start and then set up idol of air at the enemy line. As a Stormcaller, you would probably want to have Fire Mastery 3 for Cyclops and some Fireballs/Firestorms ready. No point in Earth Magic due to its lack of any blood damage spells except poison cloud.  Then Air magic 3 for hero attack and chain lighting. For Earthshaper, what do you prefer for defense, Stone Skin or Ice Armor?

About purge, never had any spare points for that, should probably try it, it has an area of effect right?

To counter a Pyromancer, scatter your forces, have higher magic defense, spells like Celestial armor, and even Fire armor help a lot. could also try Mana Leach? Playing orcs also helps due to Fire resistance

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natalka
natalka


Supreme Hero
Bad-mannered
posted February 14, 2013 07:20 PM
Edited by natalka at 22:23, 14 Feb 2013.

I agree you can charge with panthers but only against magic hero.
Also for stormcaller when u get Air III you boost ultimate and the idol
-stone skin- or -ice armor- for Earthshaper
pros -stone skin-
-longer effect
-earth magic synergy
pros -ice armor-
-20% might dmg and -1 speed

I think for earthshaper stone skin is the better choice

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Hermes
Hermes


Famous Hero
posted February 15, 2013 09:44 AM

Wait.. Ice armor is defubbing melee attackers so that they get -1 movement and any might damage against them increasing by 20%
This is more beneficial to might heroes, not earthshaper.

Question is though, what is the better protection, stone skin that reduces some damage in percents or ife armor which increases might defence?

Although, isn't wierd that the only way to boost you magic defence by spells is a single target fire armor or celestial armor?

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natalka
natalka


Supreme Hero
Bad-mannered
posted February 15, 2013 11:33 AM

yes it is wierd about magic defence.
I think stone skin and ice armor give same defence bonus

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