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Heroes Community > Library of Enlightenment > Thread: Best Seventh Level Creature...
Thread: Best Seventh Level Creature... This thread is 24 pages long: 1 ... 7 8 9 10 11 ... 20 24 · «PREV / NEXT»
zzplayer
zzplayer

Tavern Dweller
posted July 04, 2006 02:42 AM

I like Ancient Behemoths.
Ancient Behemoth are very powerful and can be bought very early by giving up Cyclops.
I hope they will add them in Heroes 5

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God2
God2


Adventuring Hero
Your benevolent deity
posted July 04, 2006 04:53 AM

Quote:
The units are good without spells, and the spells dont last forever, so with you saying that Blackies will win because they cannot be effected by spells is a bit wrong imho.


He never said that Black Dragons will win because they cannot be affected by spells, he merely stated that the Armageddon + Black Dragons is a very dangerous tactic.

Quote:
For example:
Spells do not determine the battle unless they are killing spells like Chain Lightning, Armageddon, Implosion etc.
Those are perhaps the best spells in the game.


Try facing an army with Expert Shield cast on them, or Expert Prayer, without expert water magic at your disposal, then try to say that again. I'd say Blind comes fairly close to being the best spell in the game, just for the record.

Damage spells require much more spellpower to be effective, and anti-magic and resist spells will negate them pretty well. If your opponent can cast powerful implosion spells, and you can not, then your creatures will most likely have higher stats due to your hero's focus in other things than spellpower.

Oh, and sorry for going off topic folks. Just felt like debating.

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted July 04, 2006 05:04 AM

Quote:
Quote:
The units are good without spells, and the spells dont last forever, so with you saying that Blackies will win because they cannot be effected by spells is a bit wrong imho.


He never said that Black Dragons will win because they cannot be affected by spells, he merely stated that the Armageddon + Black Dragons is a very dangerous tactic.

Quote:
For example:
Spells do not determine the battle unless they are killing spells like Chain Lightning, Armageddon, Implosion etc.
Those are perhaps the best spells in the game.


Try facing an army with Expert Shield cast on them, or Expert Prayer, without expert water magic at your disposal, then try to say that again. I'd say Blind comes fairly close to being the best spell in the game, just for the record.

Damage spells require much more spellpower to be effective, and anti-magic and resist spells will negate them pretty well. If your opponent can cast powerful implosion spells, and you can not, then your creatures will most likely have higher stats due to your hero's focus in other things than spellpower.

Oh, and sorry for going off topic folks. Just felt like debating.



Yes I like to debate actually .

Now the dispel magic and anti magic are good but there are some artifacts that render them useless, whereas there are no artifacts that can render your implosion spell useless now is there?
No there isnt, Chain Lightning has an artifact, but not implosion and I dont think Armaggedon has, except maybe Armaggedons Blade.
Other than that the offensive spells may be the best, although the defensive spells are also very good.
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God2
God2


Adventuring Hero
Your benevolent deity
posted July 04, 2006 06:36 AM

Quote:
Now the dispel magic and anti magic are good but there are some artifacts that render them useless, whereas there are no artifacts that can render your implosion spell useless now is there?
No there isnt, Chain Lightning has an artifact, but not implosion and I dont think Armaggedon has, except maybe Armaggedons Blade.
Other than that the offensive spells may be the best, although the defensive spells are also very good.


Indeed, but I would also like to point out the following:

1. To get implosion, you will need to have a level 5 guild in one of your towns, and even if you do have that, the chance that you actually get it is not terribly high.

2. Implosion requires your hero to have a large amount of knowledge to cast it.

3. Also, you can halve the damage from Implosion by casting Earth Resistance, reflect it with Magic Mirror, or deny it completely with Anti Magic.

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted July 04, 2006 06:42 AM
Edited by william at 06:54, 04 Jul 2006.

Quote:
Quote:
Now the dispel magic and anti magic are good but there are some artifacts that render them useless, whereas there are no artifacts that can render your implosion spell useless now is there?
No there isnt, Chain Lightning has an artifact, but not implosion and I dont think Armaggedon has, except maybe Armaggedons Blade.
Other than that the offensive spells may be the best, although the defensive spells are also very good.


Indeed, but I would also like to point out the following:

1. To get implosion, you will need to have a level 5 guild in one of your towns, and even if you do have that, the chance that you actually get it is not terribly high.

2. Implosion requires your hero to have a large amount of knowledge to cast it.

3. Also, you can halve the damage from Implosion by casting Earth Resistance, reflect it with Magic Mirror, or deny it completely with Anti Magic.




Chain Lightning is a very good spell but unfortunately only problem with that is that there is an artifact which renders it useless, but the chances of getting that artifact can depend as there are hundreds of artifacts.
Implosion also wont cost as much spell points if you have Expert Earth Magic, will cost less to use rendering it better than most other spells, but unfortunately only targets one unit at a time which can be alright but sometimes bad if all the opponent has is level 7 units in his army.
For example:
You cast Implosion at the enemy, you target it at a level 7 creature well they are all level 7, but you target it at the most powerful level 7 unit.
It kills roughly all of them in the stack.
You now have 6 other level 7 creatures to attack, and because Implosion only targets one creature at a time, you are screwed.

Another example:
You cast chain Lightning at the enemy units, targeting the strongest level 7 in their army which would be the ArchAngel.
It kills all the ArchAngels, and then hits 4 other creatures, killing or taking quite alot out of their stacks.
Now what spell would you prefer God2, I know that there is an artifact that renders Chain Lightning useless, and I know there is a spell that makes Implosion kind of useless, but the4se being probably the top 2 spells, which would you prefer to take out the enemy creatures hm?
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God2
God2


Adventuring Hero
Your benevolent deity
posted July 04, 2006 06:56 AM

Quote:
Implosion also wont cost as much spell points if you have Expert Earth Magic, will cost less to use rendering it better than most other spells, but unfortunately only targets one unit at a time which can be alright but sometimes bad if all the opponent has is level 7 units in his army.


All level 7 units? Tell me, how long do your games last, and on what difficulty do you play if you get that kind of armies?

I always think in smaller, more realistic scales. I only play on hard though (130%), so I do not know what would be realistic on other settings.
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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted July 04, 2006 06:57 AM

That was just a pure example, might not happen in reality, example only God2
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Cleash1
Cleash1


Hired Hero
posted July 06, 2006 10:41 AM

My personal favourite are the Titans. They are the hardest shooters in the game and are strong enough to deal with most melee troops if they come over looking for a hand-to-hand fight. Yeah they don't have magic resistance liek the Black Dragons but I feel strategies are better based around Titans
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Yanzhangcan
Yanzhangcan


Known Hero
*Dance*
posted January 18, 2007 02:05 AM

The Ancient Behemoth. Good damage, your opponent cannot even defend itself against it without great penalty, 2 hex size, and good health. Plus, having cyclopes and behemoths make a hardly beatable attack force, and the behemoth even scares your human opponent, LOL.

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kallen
kallen


Known Hero
posted January 18, 2007 04:11 PM

1)Archangel
2)Arch Devil
3)Titan
4)Ancient Behemoth
5)Black Dragon
6)Gold Dragon
7)Chaos Hydra
8)Ghost Dragon
9)Phoenix
____________
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JungleMan
JungleMan


Hired Hero
Funkenstein
posted January 18, 2007 09:14 PM

Quote:
1)Archangel
2)Arch Devil
3)Titan
4)Ancient Behemoth
5)Black Dragon
6)Gold Dragon
7)Chaos Hydra
8)Ghost Dragon
9)Phoenix

Phoenix only 9th? Remeber, phoenixes have double growth. All other lvl7 have 2(3)units/week, phoenixes have 4(6)units/week. Breath attack, greatest speed, great special. You underrated them.
My favorite lvl7.

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Yanzhangcan
Yanzhangcan


Known Hero
*Dance*
posted January 18, 2007 11:36 PM

Lol, don't forget he thinks differently than you do, everyone has different tastes.

Generally, The favorite choice is the Archangel.

However, used correctly the other units can be deadly.

It's all a matter of how the units are used.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted January 18, 2007 11:44 PM

My choice would be Ancient Behemoth, best level 7 creature cost-wise.
For 3000 gold you get a lv7 killing machine.
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fryet
fryet

Tavern Dweller
posted January 19, 2007 02:08 AM

Interesting thread.  Here are some things I would like to add:

1.  One thing that makes Arch Angels better is that when you finally do face them in that final battle, chances are, their army is bigger than yours.  I hate having an army with gold dragons and grand elves, and each fight kills 10 or so elves, and after a while I need to restock because all I have left are Gold Dragons.  Contrast that with Arch Angels which can rez the grand elves before each fight concludes, and in many fights your army hasn't lost a single troop.
2.  A disadvantage for hydras and other slow troops.  To make the hydra effective, your first spell has to get them into the battle, whether that be teleport or haste.  You can't think of offensive spells, or bless or prayer.  As a result, your tactical options are more limited when you have hydras in a party.  Having said that, I must still confess that I find Fortress to be a lot of fun to play.

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted January 19, 2007 02:57 PM

Quote:
Interesting thread.  Here are some things I would like to add:

1.  One thing that makes Arch Angels better is that when you finally do face them in that final battle, chances are, their army is bigger than yours.  I hate having an army with gold dragons and grand elves, and each fight kills 10 or so elves, and after a while I need to restock because all I have left are Gold Dragons.  Contrast that with Arch Angels which can rez the grand elves before each fight concludes, and in many fights your army hasn't lost a single troop.
2.  A disadvantage for hydras and other slow troops.  To make the hydra effective, your first spell has to get them into the battle, whether that be teleport or haste.  You can't think of offensive spells, or bless or prayer.  As a result, your tactical options are more limited when you have hydras in a party.  Having said that, I must still confess that I find Fortress to be a lot of fun to play.


Doesn't prayer raise speed with 4 and haste with 5? Why does that 1 matter so much you can't do it first turn?

at expert level
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fryet
fryet

Tavern Dweller
posted January 20, 2007 01:27 AM

I suppose it depend on where you wanted the hydras to attack on the board.  The point I was trying to make is that you first spell as Fortress is to cast a spell that will get your hydras in the thick of the action.  With ArchAngels and other units like Dragons, that isn't an issue.  Since it isn't an issue, you have much more flexibility on how you choose to attack your opponent.  You can cast slow.  You can cast Implosion or Chain Lightning.  Fortress?  Teleport, Haste, or apparently Prayer are your only options.

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HeymlicH
HeymlicH


Famous Hero
posted January 20, 2007 08:20 AM

Quote:
Doesn't prayer raise speed with 4 and haste with 5? Why does that 1 matter so much you can't do it first turn?



Prayer is a level 4 Spell and hard to get. Fortress and Stronghold can't get it (I'm not sure about Inferno and some others)

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted January 20, 2007 11:48 AM

Quote:
I suppose it depend on where you wanted the hydras to attack on the board.  The point I was trying to make is that you first spell as Fortress is to cast a spell that will get your hydras in the thick of the action.  With ArchAngels and other units like Dragons, that isn't an issue.  Since it isn't an issue, you have much more flexibility on how you choose to attack your opponent.  You can cast slow.  You can cast Implosion or Chain Lightning.  Fortress?  Teleport, Haste, or apparently Prayer are your only options.


Fortress' tactics with first spell are quite limited.

Yeah I just thought you that prayer was there for something more than just a mistake.


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kallen
kallen


Known Hero
posted January 21, 2007 01:35 AM

Quote:
Quote:
1)Archangel
2)Arch Devil
3)Titan
4)Ancient Behemoth
5)Black Dragon
6)Gold Dragon
7)Chaos Hydra
8)Ghost Dragon
9)Phoenix

Phoenix only 9th? Remeber, phoenixes have double growth. All other lvl7 have 2(3)units/week, phoenixes have 4(6)units/week. Breath attack, greatest speed, great special. You underrated them.
My favorite lvl7.

But the topic is: "Best 7th level's creature" no "Best growth"

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From the beginnin' to end Losers lose, winners win This is real, we ain't got to pretend The cold world that we in Is full of pressure and pain I thought it would chane
But its stayin' the same

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted February 02, 2007 01:40 AM

Quote:

Phoenix only 9th? Remeber, phoenixes have double growth. All other lvl7 have 2(3)units/week, phoenixes have 4(6)units/week. Breath attack, greatest speed, great special. You underrated them.
My favorite lvl7.


right! phoenix's stats don't so different than ghost dragon's. but the speed and reborn ability makes it much more better.


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