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Heroes Community > Heroes 5 - Modders Workshop > Thread: HOMM 5.5 strategies
Thread: HOMM 5.5 strategies
Bulya
Bulya


Adventuring Hero
posted August 03, 2016 01:43 PM

HOMM 5.5 strategies

Hello,

I haven't played that much HOMM 5.5, yet. I played a lot of H5 TOTE, but I was late with that as by that time many people switched to H6.

HOMM 5.5 is quite a revival of H5 TOTE, so it deserves a strategy topic.

Meanwhile I mainly played Fortress in HOMM 5.5 (Heroic level vs many AIs , as I can't find human opponents).
I tried the RuneMage class first, and I was lost with it as even though creeping isn't that hard with fortress, my hero couldn't help that much and I had to choose my first battles very carefully. I guess this class must level up and build itself for the lategame.

On the other hand, with the Engineer class creeping early is easy thanks for the Ballista first, and from the moment I get the tent perk, it turns even easier. Something that wasn't that obvious for might classes in TOTE. (I'm not a fan of war machines, but in this case they are so early they make the early game much easier by many means)

Creeping relies on shieldguards on the first week, bears on the second, and by the third week I can get thanes with quite a high level hero, even though I take gold from the moment I get the tent perk. Makes creeping with no losses at all, even on heroic level (some guards must be avoided, but most battles end with no losses at all).

Meanwhile I simply skip the brawlers, as ore is in need for other purposes, is there any good use for them?

There are also different builds the hero can go for the late game. 2 extreme builds I found interesting were a charging build that combine leadership with offense (logistic, Runelore, with light magic support), as well as a very defensive one with defense and combat (I guess the same support as for the former build).
My bet is that the build must depend upon my opponent, but meanwhile playing the AI I can't really test it.
As a former Sylvan player the charging build (leadership + offense) seems very appealing (having the bears and the thanes in my army is a good start, and by the time the hero plays I can teleport the dragons to the front line). With leadership I am going for empathy, so that I can support my army more often, although a charging build usually goes with Aura of Swiftness (I should give it a try).
Please let me know if I'm missing something.

I tried the other extreme build (defense and combat combination). Creeping is a bit harder, but the engineer doesn't need that much for creeping.
As I said I didn't play human opponents with these builds so I'm probably missing a lot here. I'd like to know what am I missing here. And how do you develop the other classes (early game for creeping as well as late game for the major battles)

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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted October 18, 2016 02:45 PM

Some time ago I played a game with Inferno (magic class) and I found a surprisingly good option that I normally wouldn't have tried, but I wanted to learn Ice bolt early on and it was the only good offer in the level ups: Master of Ice.

Combined with seducers, Master of Ice gives Inferno pretty excellent control over initiative of opponents, and I was able to take a lot of banks more aggressively than normal. Being able to delay certain stacks is really helpful!

I also really like starting with a Knight and getting Preparation at level 4, although I can't remember if that skill tree was changed in the latest versions.
Battle griffins + Preparation = more easy banks.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 18, 2016 03:25 PM

Nice one!

Another one you can try is pick the Dungeon hero with specialization teleport. Then just drop the stack of hydras at the enemy ranks on round one. Helps a lot with PvE.

Another one with stronghold and magic heroes is get Wyvenrs as fast as possible and use them as shield and/or aggressive play. Due to their high stats early game they take reduced damage which they heal before the end of the combat. Also you guard those centaurs from fast walkers. Depending on your magic hero you can aid them with blesses weaken enemy with curses or just slow with Ice bolt.



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