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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Dryope fight - Forged in Fire map 4
Thread: Dryope fight - Forged in Fire map 4
FdgK
FdgK


Known Hero
posted May 10, 2024 12:37 PM
Edited by FdgK at 22:06, 13 May 2024.

Dryope fight - Forged in Fire map 4

Hi all,

Just out of curiosity:

I am playing the updated 1.7.1 version of the Forged in Fire campaign (difficulty level hard) and in map 4 (Tomb Raiders) they added two new town fights, one of which is against a hero called Dryope who has Gem’s portrait and 220 Diamond Golems who are basically immune to physical damage (every attack just causes one damage even with their defense lowered to 0 by the use of disrupting ray). On hard you don’t have to do this fight but I wanted to do it anyway and I won it with the following tactic:

I brought 10 Angels and 6 one-stacks of Sentinel Automatons and a ton of Mana (around 1750). The arrow towers attacked the Angels, I flew with the Angels who were in position 6 (in front of the catapult) in front of the gate, I waited with all the Automatons except for the one left in front of the catapult who I sent to die in the moat (because otherwise Dryope would have cast berserk on the Angels with her next spellcast), then I cast firewall in front of my catapult and sent all the Automatons with their explosion feature turned on to die in the firewall in order to destroy my catapult (which took five explosions). If you ask yourself why I brought six and not five Automatons then: For whatever reason, when I tried to bring five, the arrowtowers shot at the Automatons instead of the Angels. Then I killed all the Diamond Golems one by one with 75 damage lightning bolts, while resurrecting the Angels whenever they got down to one. Oh, and I had the Elixir of Life. Otherwise my mana would not have been enough.

So now my big question is: Is this the intended strategy because it felt tedious and wrong to have to kill 220 Diamond Golems one by one with lightning bolts. And I am not even sure if at higher difficulty levels, the player has access to resurrection or the Magic Spring to double their mana.

Can somebody enlighten me or did I find the intended way to beat this fight?

Thanks and have a great weekend!


Edit: Now I'm confused! I've just checked the wiki and there it says that Dryope is a First Aid specialist. I was certain that she must be a very high level Armorer specialist because otherwise I don't understand how my damage could be reduced to 1 per attack from whichever creature. Strange!

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revolut1oN
revolut1oN


Famous Hero
posted May 17, 2024 09:20 PM

Any ideas how to beat her? I am playing on impossible and double mana + res are not available.

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FdgK
FdgK


Known Hero
posted June 06, 2024 01:46 AM

I'm curious. Did you find a way to beat her?

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revolut1oN
revolut1oN


Famous Hero
posted July 11, 2024 09:03 PM
Edited by revolut1oN at 21:36, 11 Jul 2024.

Nope, not at all. Haven't progressed since then.

Only solution I came up with is to spam her with Cloned Automatons (which ignore defense when exploding) but still before that I had used some of them as meat shields for others stacks and their number wasn't impressive, i had like 40. If i had over 100, it could have been doable.

Still, bad design if it forces you to rely on one particular unit to finish the scenario, without even notifying you in advance.

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FdgK
FdgK


Known Hero
posted July 12, 2024 09:14 AM

Oh yeah, that might be the intended way. I did not think about that.
But wouldn't you bleed too many creatures like this anyway?

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Sav
Sav


Known Hero
posted July 12, 2024 05:26 PM

Cloning automatons is an intended way (and probably the only reasonable on 200%).

There are several ways this can be implemented; in the best (probably not the easiest) way I know, with 64 Sentinel Automatons it is possible to win the combat on 200% in just 19 rounds with no loses (except 5 single-unit stacks of Harpy Hags) and with a lot of spell points remaining.

40 Sentinel Automatons should also be enough (the spell points can become a bottleneck if the explosion damage is too low).

Still on 200% it is better not to lose units in the main stacks as this difficulty is somewhat 'hardcore', and the later combats can become too hard with weaker powerstacks. Although, Dryope is the hardest fight on the map, and moderate loses are acceptable in this fight.

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FdgK
FdgK


Known Hero
posted July 12, 2024 11:46 PM

Thank you for clearing that up. Interesting to know what you were planning with that fight. Thanks!

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tzening
tzening


Adventuring Hero
posted December 22, 2024 02:30 PM
Edited by tzening at 14:32, 22 Dec 2024.

The Diamond Golems are meant to stop anyone from just using magic to stop it. The orb of vulnerability doesn't bypass the 95% magic resist. You can try Blind though if you have it equipped.

Essentially, the idea was is to use exploding cloned automatons stack which ignores defense, around 80 of them or so. You need to do this around 7 times to stop the golems. However, there are many holes in this which makes it stupidly hard to implement.

1) The Diamond Golems boosted by Haste will just go after your Automatons. If they die, the clone disappears.

2) It hinges on the hero being able to cast multiple spells in one turn. Clone and then Cure for the frenzy or Slow for the golems to stop your army being shredded.

3) If you use Efreeti Sultans which have fire spell immunity, the diamond golems will just stay in the center and one shot them with Haste buff.

4) Dryope is camping in a Castle. More often than not, the clones will just get picked off by the arrow towers while the golem defend.

5) The Castle walls are ironically the only thing stopping the Golems from kicking the rest of your army. You cannot destroy the catapult unless you use AOE spells.

6) The Sentinel Automatons have no enemy retaliation. This also means that the clone cannot trigger the explosion unless you purposely use the base versions.

After trying to use the "intended" strategy for 45 mins, I just saved up 80+ spellpower and around 2k spell points. Used my stack of Efreeti Sultans to have them run around and use summon elemental spell. The elementals soaked the golems while I cast an orb-buffed Lightning Bolt on them over and over at 3k damage. It was only 2-3 golems per cast at every 3 rounds or so. Took me 1500 spell points and 100+ rounds.

Even on Easy, the design of this boss is way too stupid due to the game mechanics. Like how did that get past testing? If you are not on the lower difficulties, it would cost you the Hellstorm helmet for the quest guard nearby.

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Vol
Vol

Tavern Dweller
posted January 03, 2025 07:03 PM

tzening said:
The Diamond Golems are meant to stop anyone from just using magic to stop it. The orb of vulnerability doesn't bypass the 95% magic resist. You can try Blind though if you have it equipped.

Essentially, the idea was is to use exploding cloned automatons stack which ignores defense, around 80 of them or so. You need to do this around 7 times to stop the golems. However, there are many holes in this which makes it stupidly hard to implement.

1) The Diamond Golems boosted by Haste will just go after your Automatons. If they die, the clone disappears.

2) It hinges on the hero being able to cast multiple spells in one turn. Clone and then Cure for the frenzy or Slow for the golems to stop your army being shredded.

3) If you use Efreeti Sultans which have fire spell immunity, the diamond golems will just stay in the center and one shot them with Haste buff.

4) Dryope is camping in a Castle. More often than not, the clones will just get picked off by the arrow towers while the golem defend.

5) The Castle walls are ironically the only thing stopping the Golems from kicking the rest of your army. You cannot destroy the catapult unless you use AOE spells.

6) The Sentinel Automatons have no enemy retaliation. This also means that the clone cannot trigger the explosion unless you purposely use the base versions.

After trying to use the "intended" strategy for 45 mins, I just saved up 80+ spellpower and around 2k spell points. Used my stack of Efreeti Sultans to have them run around and use summon elemental spell. The elementals soaked the golems while I cast an orb-buffed Lightning Bolt on them over and over at 3k damage. It was only 2-3 golems per cast at every 3 rounds or so. Took me 1500 spell points and 100+ rounds.

Even on Easy, the design of this boss is way too stupid due to the game mechanics. Like how did that get past testing? If you are not on the lower difficulties, it would cost you the Hellstorm helmet for the quest guard nearby.

I used an automaton to block the gate.  Then I used Quicksand several times while my dragon could keep the damage from the towers.  Then I used Earthquake and Quicksand several times to let the dragon survive and slow down the golems.  Sometimes I used Teleport to save my unit.  When the battlefield was well quicksanded, I started cloning my automatons and teleporting them to the golems.  The golems were reluctant to attack sentinel automatons, so the plain automatons were much better in this battle.  I used the dragon, 79 sentinel automatons, and 20 plain automatons in this battle.  I lost one automaton that was blocking the gate.  I could use an Efreet instead which probably could be saved because it can fly.
What an epic fight!
I hope they didn't change it in the latest version 1.7.2.
BTW don't change your Pendant of Free Will until you beat Palaemon.  This battle is the next after the battle with Dryope.

____________

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Vol
Vol

Tavern Dweller
posted January 11, 2025 07:39 AM

Sorry, you have to lose your Pendant of Free Will.  So you have to face Palaeman without the protection against Hypnotize.  My 95 Armadillos made him.  Just cast Antimagic and use your Lightnings.  I had 50 Magic Power in this battle.  67 Armadillos were lost.
____________

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GH0ST13
GH0ST13

Tavern Dweller
posted January 14, 2025 07:29 PM

Vol said:

I used an automaton to block the gate.  Then I used Quicksand several times while my dragon could keep the damage from the towers.  Then I used Earthquake and Quicksand several times to let the dragon survive and slow down the golems.  Sometimes I used Teleport to save my unit.  When the battlefield was well quicksanded, I started cloning my automatons and teleporting them to the golems.  The golems were reluctant to attack sentinel automatons, so the plain automatons were much better in this battle.  I used the dragon, 79 sentinel automatons, and 20 plain automatons in this battle.  I lost one automaton that was blocking the gate.  I could use an Efreet instead which probably could be saved because it can fly.
What an epic fight!
I hope they didn't change it in the latest version 1.7.2.
BTW don't change your Pendant of Free Will until you beat Palaemon.  This battle is the next after the battle with Dryope.


I used similar strategy but went about it in a diffrent way. I only used Rust Dragons and healing tent (elixir of life is also very important).
1st turn: cast air shield and blocked gate with rust dragon
2nd turn: used aoe spell from scroll to destroy catapult
3rd turn: Started blasting golems with spells untill there were no left, for some reason enemy hero will not use that annoying spell on Rust Dragons if there are no other units that they would attack.
regen from tent and artifact is enough to ignore turrets
____________

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Ichthyic
Ichthyic

Tavern Dweller
posted February 01, 2025 08:53 AM

GH0ST13 said:
Vol said:

I used an automaton to block the gate.  Then I used Quicksand several times while my dragon could keep the damage from the towers.  Then I used Earthquake and Quicksand several times to let the dragon survive and slow down the golems.  Sometimes I used Teleport to save my unit.  When the battlefield was well quicksanded, I started cloning my automatons and teleporting them to the golems.  The golems were reluctant to attack sentinel automatons, so the plain automatons were much better in this battle.  I used the dragon, 79 sentinel automatons, and 20 plain automatons in this battle.  I lost one automaton that was blocking the gate.  I could use an Efreet instead which probably could be saved because it can fly.
What an epic fight!
I hope they didn't change it in the latest version 1.7.2.
BTW don't change your Pendant of Free Will until you beat Palaemon.  This battle is the next after the battle with Dryope.


I used similar strategy but went about it in a diffrent way. I only used Rust Dragons and healing tent (elixir of life is also very important).
1st turn: cast air shield and blocked gate with rust dragon
2nd turn: used aoe spell from scroll to destroy catapult
3rd turn: Started blasting golems with spells untill there were no left, for some reason enemy hero will not use that annoying spell on Rust Dragons if there are no other units that they would attack.
regen from tent and artifact is enough to ignore turrets


Oh, this was SO much easier.  ugh, what a cheesefest that fight was.  I thought the 300/300 offense/defense wolves were a pain, but this was way worse.

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Ichthyic
Ichthyic

Tavern Dweller
posted February 01, 2025 08:56 AM

btw, you don't have to destroy your catapult.  just hit defend and it will do nothing.

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