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Heroes Community > Heroes 6 - The New Beginning > Thread: Anyone up for H6 game?
Thread: Anyone up for H6 game? This thread is 2 pages long: 1 2 · NEXT»
Hermes
Hermes


Famous Hero
posted November 07, 2014 04:15 AM

Anyone up for H6 game?

Can play either regular games(but with time limits and/or quick combat) or duels, 8-9 pm Sydney time.

Who's interested to feed my Manticores?

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NamelessOrder
NamelessOrder


Famous Hero
posted April 15, 2015 11:12 PM

up,

i play only MP duels.

Timezone: CET
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted April 18, 2015 09:01 AM
Edited by Dies_Irae at 09:07, 18 Apr 2015.

NamelessOrder said:
up,

i play only MP duels.

Timezone: CET


Something I have experienced first-hand yesterday . My goodness, I've never taken a beating like that ever before. I'm now building special duel-heroes for this gameplay mode. Four per faction.

NamelessOrder, if I want to 'prepare' a might hero for battle against a magic hero, what are the skills/abilities I need to give this hero? There are 30 points, and among the things I select are Magic Defense I and II, Might Power, Might Defense, Dynasty, Leadership, Ambush and some warcries/combat skills along with one or two spells.

"My" timezone: GMT +2
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NamelessOrder
NamelessOrder


Famous Hero
posted April 18, 2015 10:12 AM

Dies_Irae said:

(....)I'm now building special duel-heroes for this gameplay mode. Four per faction.

a might hero for battle against a magic hero, what are the skills/abilities I need to give this hero? There are 30 points, and among the things I select are Magic Defense I and II, Might Power, Might Defense, Dynasty, Leadership, Ambush and some warcries/combat skills along with one or two spells.


I'd recommend to specialize and learn how to play properly one race first.

usually Blood Might heroes are better to face magic heroes with 2 exceptions: Stronghold (their Tears 2cd ability is perfect against magic heroes) and Haven (i think Haven Tears is as strong as Haven Blood vs magic)

Here's an example of abilities:

Dungeon Blood might vs magic heroes
army: might (Dungeon 1)

hero's specialization: abysses dweller (alternatively +2 magic def)

abilities:
defense III, attack III, morale III, luck III
reinforcement 1, ambush, tactics II
pressed attack, heroic charge, Heroism
toughness III, cleave, giant slayer, Rampage, Archery (you may also switch Archery to resistance)
magic defence II, mass dispel (mass dispel is pretty important vs magic especially vs Necro Magic Tears)


most heroes will have almost the same set of abilities when facing magic champions.

Best specs for might heroes:
- Haven: +2 Might/Magic Def/ alternatively +2 attack
- Necro: Shield to the Bloodless (might tears from campaign others from altar of wishes)
- Sanc - Paragon of Vigor
- Dun - abysses dweller (Raelag also has a great spec)
- Stronghold - Orc Warrior master (esp. for tears, blood can go with +2 attack but i think i'd still prefer Orc Warrior master)
- Inferno - Tormentor master


"fair" matchups might vs might (classic settings):
- Haven Tears vs Sanc Blood (when Haven is not using bugged glories blind)
- Dun vs Stronghold
- Inferno vs Necro
- Stronghold Tears vs Sanc Blood (not sure here i feel like Sanc Blood has an edge)

in general in might vs might we have:
- Dun & Stron - rather weak
- Haven & Sanc - medium
- Inferno & Necro - strong
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted April 18, 2015 10:35 AM

Thanks !

I discovered the Paragon of Vigor and the Tormentor Master specialisations yesterday, and every hero I build will get a specialisation that will be of good use in combat. I'll try your Dungeon build, although I had planned the Might Defense III, Might Power III, Destiny and Leadership III for a Stronghold might hero. Doing that takes away 12 points and leaves little room for other stuff. I think I usually focus on the Warcries and combat-abilities such as Cleave, Archery, Toughness and Counterstrike. Also, Reinforcements could come in very handy.

A Might hero should have at least one destructive spell, like Lightning Bolt, or something supportive like Celestial Armor or Regeneration. When I build a Magic hero I ensure he/she has a few useful Might abilities too (such as Ambush, Heroism, etc). Still, every Magic hero ends up with 8 Might Power, which is very poor. I may be relying on magic too much. However, I did give them traits and DW's for further buffs etc, so when playing with Dynasty Bonuses enabled they are more 'complete'.
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NamelessOrder
NamelessOrder


Famous Hero
posted April 18, 2015 12:35 PM

Dies_Irae said:
A Might hero should have at least one destructive spell, like Lightning Bolt, or something supportive like Celestial Armor or Regeneration.


in might vs magic, might hero really doesnt need any damage spells (with some exceptions like Blizzard in Dun vs Nec) or any spells except for dispels or purge. the magic hero magic def will be high enough to lower effectiveness of your spells.

I might vs might however, spells are very effective especially universal buffs/debuffs like Weakness, Ice Armor, Stone Skin. Destructive spells, except for Blizzard, are rarely used. You mostly need them if you expect a turtling opponent like vs Necro or Haven (then you may add a Fireball with Immolation). In most cases Inner Fire would be better than Fireball though.

Dies_Irae said:
When I build a Magic hero I ensure he/she has a few useful Might abilities too (such as Ambush, Heroism, etc). Still, every Magic hero ends up with 8 Might Power, which is very poor. I may be relying on magic too much. However, I did give them traits and DW's for further buffs etc, so when playing with Dynasty Bonuses enabled they are more 'complete'.

you should only have as many active abilities (= spells and reputation skills) as you will use on the battleground. he rest you should invest into passive buffs. The only Warcry you need as a magic hero is Pressed Attack. Sometimes, but rarely, Rush might be handy but i wouldn't get it.
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted April 21, 2015 04:12 PM
Edited by Dies_Irae at 18:31, 21 Apr 2015.

Ok, I think I now have a decent Might hero who is 'designed' especially to fight against Magic.



Note: this is with Dynasty Bonuses enabled (so she has some trait bonuses as well here). The hero wields the Sword of Whistlebone, which has a few interesting powers. At level 5 it decreases enemy Initiative by 10. It also provides with +3 Magic Defense, which is a good compensation for the fact that Stronghold has no access to the Prime-school where Magic Defense I and II are to be found.

The reason I picked a Stronghold hero for this is because of the ability "Might over Magic". At least that way you can be sure to absorb a lot of enemy magic attacks without much damage, or none at all.

This is the same hero, but then without the Dynasty bonuses:



She has the following skills:

Paragon:
Defender III

Charismatic Leader III

Destiny's Chosen III

Assailant III

Tactics:
Reinforcements II

Ambush

Warcries:
Heroism

Heroism, Mass

Pressed Attack

Heroic Charge

Evasive Maneuvers

Warfare:
Toughness I

Resilience

Archery III

Giant Slayer

Cleave

Rampage

Spells:

Stone Skin

Stone Skin, mass

--
I gave her the following traits:

Aggressor: +3 Might Power
Serene Spirit: +3 Magic Defense
Barbarian Hero: +2 Might Attack and Magic Defense
Windrunner: +1 movement to all creatures
Commander: +3 Leadership

--
I rather fight with Dynasty Bonuses enabled, it makes her so much more powerful .
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NamelessOrder
NamelessOrder


Famous Hero
posted April 21, 2015 08:47 PM

Dies_Irae said:

She has the following skills:

(...)


Few pointers: i dont think you need Stone Skin vs magic heroes, Toughness III is kinda a must. Heroism mass is a great ability but for a Tears hero it won't be very effective.

--
Quote:
I gave her the following traits:
Barbarian Hero: +2 Might Attack and Magic Defense
Windrunner: +1 movement to all creatures



i dont have those 2 in my traits list. I wonder if you need to finish campaign to unlock them.
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted April 21, 2015 09:08 PM
Edited by Dies_Irae at 21:23, 21 Apr 2015.

Okay, I'll remove Stone Skin in favor of Toughness. I think Heroism Mass is a very helpful one for a Stronghold hero. It boosts Might damage by 12%, and virtually all Stronghold creatures deal Might damage, except for the Dreamwalkers. Also, it increases Morale and Luck by 10. Stone Skin...well, I think the usefulness of that is that you take less damage from the enemy units. It servers as a buff for your own troops, so that's why I initially chose it.

My hero now has absolutely no Magic abilities. Don't you think that something like Inner Fire would be a good replacement for Stone Skin?
It too increases Might Damage, which is a good choice for Stronghold. Also, Purge is an option you propose above. I can't go for Dispel, though .

You get 'Barbarian Hero' if you complete the Stronghold campaign. 'Windrunner' is a reward for completing the Necropolis campaign in Shades of Darkness.

What skills/abilities do you recommend for Might vs Might, and Magic vs Magic? I'll show you my Magic vs Might hero tomorrow, so you can see the skills etc I gave him.


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NamelessOrder
NamelessOrder


Famous Hero
posted April 21, 2015 10:41 PM

Dies_Irae said:
My hero now has absolutely no Magic abilities. Don't you think that something like Inner Fire would be a good replacement for Stone Skin?
It too increases Might Damage, which is a good choice for Stronghold. Also, Purge is an option you propose above. I can't go for Dispel, though .

Purge is the only spell i might consider although Inner Fire isn't so bad. But remember that your might Stronghold hero has 7 magic power and a magic hero will have sth like 20-30 magic defense so your spell will be extremely weak.

Quote:
You get 'Barbarian Hero' if you complete the Stronghold campaign. 'Windrunner' is a reward for completing the Necropolis campaign in Shades of Darkness.

bonuses to MP from SP makes little sense for me but whatever. Another reason not to play with Dynasty Bonuses.

Quote:
What skills/abilities do you recommend for Might vs Might, and Magic vs Magic?

i don't really play magic heroes but i can give you an example of my build:

Sanctuary Blood might vs might heroes
army: might (Dungeon 1)

hero's specialization: Paragon of valour (+25HP to Kenshis)

abilities:
defense III, attack III, luck III
ambush, tactics II
pressed attack, heroic charge, Heroism
counter-strike I, resilience, toughness III, cleave, giant slayer, Rampage, Archery
magic defence II, magic power II, dispel, Blizzard


i'm pretty sure you can fins some builds in factions threads like here: http://heroescommunity.com/viewthread.php3?TID=38923
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NamelessOrder
NamelessOrder


Famous Hero
posted April 21, 2015 10:52 PM

BTW: maybe some players don't know it but you can press ENTER to see the available chat rooms. I'm often sitting in DUELS chat room when online. It easier to find opponents in MP game when joining an appropriate chat.
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted April 22, 2015 07:43 PM
Edited by Dies_Irae at 11:45, 23 Apr 2015.

The 'Windrunner' trait is a very good one if you play as Stronghold. Panther Warriors can do their feral charge from their starting point :3...

Anyway, thanks for the advice! I'll show you my Magic vs Might hero now.

EDIT: 23-04-2015

Dynasty Bonuses enabled:


Inferno Blood is the choice. Why? Well, mostly because of Armageddon, a good opening spell. Also, with the Will of Urgash DW at level 5, it disables the enemy to heal Fire Damage, so losses taken won't be replaced. That is a good advantage early on, I think. Also, it offers a mana-free Fire Storm spell which also casts Daze on its targets.

Dynasty Bonuses disabled:


Good Magic Power, yet a little low on Might Defense. Destiny should compensate for that a bit, I guess.

As of now, this hero has the following abilities:

SPECIALIZATION:
Master of Fire: increases effectiveness of Magic (Fire) by 6%.

Paragon:
Defender II

Charismatic Leader II

Destiny's Chosen II

Assailant I

Tactics:
Ambush

Warcries:
Pressed Attack

Warfare:
Counterstrike I

Parry

Toughness II

Archery I

Giant Slayer

--
Fire:
Fire Magic III

Fire Bolt

Fire Ball

Fire Storm

Immolation

Dark:
Purge

Prime:
Arcane Ward III

Arcane Exaltation III

Magic Affinity I

--
Dynasty Traits:

Burning Spirit: +3 Magic Power
Warden: +3 Might Defense
Chosen of Urgash: +4 Destiny
Commander: +3 Leadership
Chosen One: +3 Destiny

--
So, what do you think? Is he capable enough to make a stand against Might? I do think it really depends on the faction and whatever bonuses the hero has. Also, a skilled opponent will always find some way around this.

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NamelessOrder
NamelessOrder


Famous Hero
posted April 24, 2015 11:50 AM

Dies_Irae said:

SPECIALIZATION:
Master of Fire: increases effectiveness of Magic (Fire) by 6%.

Paragon:
Defender II

Charismatic Leader II

Destiny's Chosen II

Assailant I

Tactics:
Ambush

Warcries:
Pressed Attack

Warfare:
Counterstrike I

Parry

Toughness II

Archery I

Giant Slayer

--
Fire:
Fire Magic III

Fire Bolt

Fire Ball

Fire Storm

Immolation

Dark:
Purge

Prime:
Arcane Ward III

Arcane Exaltation III

Magic Affinity I

--
Dynasty Traits:

Burning Spirit: +3 Magic Power
Warden: +3 Might Defense
Chosen of Urgash: +4 Destiny
Commander: +3 Leadership
Chosen One: +3 Destiny

--
So, what do you think? Is he capable enough to make a stand against Might? I do think it really depends on the faction and whatever bonuses the hero has. Also, a skilled opponent will always find some way around this.



tbh i don't really play magic heroes so i am not sure what is the proper strategy.

hero spec is ok (i'd go for +2 might def i think but +2 might def/magic power or +6% to magic fire are ok. Not sure if the last one effects creature damage).

i dont think you need Charismatic Leader II nut you need Assailant II

i'd add Tactics II

Fire Storm is really weak, Fireball is much better

I'd add Puppet master

i prefer Meditation over Magic Affinity I. Some matchups might be much longer (like vs haven tears or necro).

I'd also add Petrification or Earth Elis (or both) to protect original units when you gate them.
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted April 24, 2015 02:08 PM

I can build a second Magic vs Might-hero with those traits .

Also, you propose active abilities, but that will blur out the spells really...

Earth Elis?
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NamelessOrder
NamelessOrder


Famous Hero
posted April 24, 2015 02:42 PM

Dies_Irae said:
I can build a second Magic vs Might-hero with those traits .

Also, you propose active abilities, but that will blur out the spells really...

Earth Elis?


Earth Elementals - they have Petrification as an active ability
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted April 24, 2015 05:24 PM
Edited by Dies_Irae at 18:27, 24 Apr 2015.

NamelessOrder said:
Dies_Irae said:
I can build a second Magic vs Might-hero with those traits .

Also, you propose active abilities, but that will blur out the spells really...

Earth Elis?


Earth Elementals - they have Petrification as an active ability


Good idea. Petrification in combination with Ravagers is hell for the enemy xD, thanks for showing me that. Okay, Frenzy is out. I selected Purge as the final option. InfMaBII is slightly different than his little bro.

I'll start working on some more Might vs Might builds, I kind of deleted the ones I had so far.

__

Somehow I managed to lose the chat widget. After our game we were chatting, and while I typed something I must have swiped it to the side somehow, I don't know. It's gone, and I can't open the screen no matter how much I click on the icon. So if I don't respond, you know why...
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NamelessOrder
NamelessOrder


Famous Hero
posted April 25, 2015 09:20 PM

In might vs might i'd recommend Inferno or Sanctuary. Necro might tears is prolly better but the playstyle is really boring



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

I'm online mostly in the evenings 19-20 CET (not every day but almost always on weekends).
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted April 26, 2015 09:52 AM

NamelessOrder said:
In might vs might i'd recommend Inferno or Sanctuary. Necro might tears is prolly better but the playstyle is really boring.


What do you mean by 'boring?'

If I build a Sanctuary hero for Might vs Might, this hero will definately get the Silksword of the Kirin. I replayed the prologue campaign yesterday, and in the second level, when you're finally able to give Slava some DW's, I put it to good use. At some point you need to defeat three enemy heroes, of which two are kind of dormant in front of a Fortress. Originally I had given Slava the Angelic Alliance, but the enemy's crossbowmen had a higher initiative. I decided to give Slava the Silksword instead, giving my units extra initiatve. This allowed me to use the DW's level 5 ability 'Mystic Wave' to teleport a stack of Praetorians over the wall, and adjacent to the enemy shooters.



Replaying campaigns with level 5 DW's suddenly becomes very interesting. I played both levels on Normal, and I think I'll do the same with the other campaigns.

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NamelessOrder
NamelessOrder


Famous Hero
posted April 26, 2015 11:43 AM

Dies_Irae said:
What do you mean by 'boring?'

you camp in the corner and shoot your opponent down.

Dies_Irae said:
Silksword of the Kirin (...) Angelic Alliance (...)

Silksword is pretty strong although i dunno if better than Sword of Whistlebone. I played vs some really good Sanc players and they were choosing Iron Feather for Shining Feathers – Positive effects on friendly creatures cannot be dispelled and buffing Kirins every turn with some powerful effects and creatures abilities. Really hard to deal with.

Angelic Alliance is useless in duels. Celestial Armor (All friendly creatures benefit from Celestial Armor at the start of the combat) might be great on maps to prevent loses but in duel you will lose the tiny HP armor quite quickly and then you will lose the far more important +4 def. In practice the spell would be much better if it absorbs only 25% of dmg not 100%.
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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted May 01, 2015 07:28 PM
Edited by Dies_Irae at 19:40, 01 May 2015.

Now for something slightly different.

It's kind of funny to see how trivial, how low, how meaningless Hero stats really are in Duels, if you compare them to heroes when they are built through campaigns. These heroes gather artefacts, visit stat boosts etc....and become incredibly more powerful than duel heroes will ever be. I started to replay the H6 campaigns, this time on Normal, and decided to rebuild the heroes a bit. Anastasya, for instance, didn't have any Might-abilities. Anton lacked some important ones too, plus he was a Paladin rather than a Vindicator. Here's what they look like now:

Anastasya - Lv 30 Reaper - Dark with Excessive Bright.


Look at that Magic Power. Chain Lightning deals over 5000 damage. Agony Mass just over 1000. Unfortunately, no spells are OVER NINE THOUSAAAAAND yet . She wields the Staff of the Tides, which is mostly because of the Ice Barrier-ability at level 5, which acts as a kind of Celestial Armor. With her Magic Power, this Ice Barrier can absorb around or over 500 damage.

Anton - Lv 24 Vindicator - A Battle Lost and Won


High stats too, except Magic Defense. This level features some op'd Warlocks, so I will once again find myself in a difficult position. Fortunately, unlike last time I now have the Angelic Alliance, so the Celestial Armor bonus (which also gives units +4 magic defense) should come in handy. I wonder how many times it's going to take me to complete this level. This was the last one of the entire campaign series I finished. The reason I don't give him the Guardian Helm (+10 Leadership) is because I value Magic Defense more. That prophet-hat provides +3 of this.

_
I finished the Necro campaign with twice Hero and twice Champion rank on the four maps, but I didn't get the Grand Veteran/Grand Champion achievements. Maybe because I restarted a map at some point, I don't know. Haven score so far: Hero, Veteran, Veteran.
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