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Heroes Community > Library of Enlightenment > Thread: Heroes 3 Town Rating -CONFLUX-
Thread: Heroes 3 Town Rating -CONFLUX- This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 04, 2011 10:22 AM

Quote:
Magic university is decent I guess.


For me it is the best build in game (except Aurora Borealis but it's hard to get). If you find a conflux on map, you have no excuse for not having perfect heroes build.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted November 04, 2011 01:14 PM

Better than inferno castle gate?

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted November 04, 2011 06:29 PM

The Castle Gate costs a fortune and you effectively need 2 of them at least to put them in use, so yeah. Plus it gets somewhat obsolete if you have Town Portal + Earth Magic (if Town Portal is banned though, this building is a jewel). Although I don't find the Conflux university superior to, say, the Tower Library.

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted November 05, 2011 01:53 PM

Conflux is one of the towns I really enjoy finding on the map. It means earth + air magic, probably going first in combat and possibly all spells.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted November 05, 2011 05:26 PM
Edited by Fauch at 17:26, 05 Nov 2011.

and probably in every case where you can't get town portal at a high enough mastery. also, the town gate doesn't cost mana nor movement? I don't remember

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted November 05, 2011 07:57 PM

Yes, it can be used infinitely within 1 turn with no restrictions. It is indeed a very useful building but with lower practical application overall as you need two Inferno towns at least and some above average investment (it requires Citadel apart from its own quite impressive cost).

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted November 05, 2011 09:43 PM

I often go to level 7 and then castle asap, so it doesn't make much difference if gate requires citadel in my opinion.

Gate is something I usually don't buy, except for those special maps where it's actually a huge advantage. Maps which have banned town portal, and where you start with more than one town of the same alignment, here I really enjoy using inferno. Not that I don't enjoy using inferno in general, it's one of my favorite towns.. said in a topic about conflux.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted November 05, 2011 11:08 PM

inferno is just awesome for siege when you have several town with castle gate. your whole army is available in any castle.

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted November 05, 2011 11:20 PM

Unless the infernos are too close to eachother, though.

I remember a map where you've to defeat 300 ancient behemoths before some time limit. I recall two of the five infernos are very close to eachother, so close that an opposing hero without speed modifers still can reach each on the same day.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted November 06, 2011 12:04 PM

Quote:
I often go to level 7 and then castle asap, so it doesn't make much difference if gate requires citadel in my opinion.
Sure but it is a hindrance on poor maps of if you need the gold and the resources (mostly the gold) for something else.
Quote:
inferno is just awesome for siege when you have several town with castle gate. your whole army is available in any castle.
Not only - the main usefulness of the thing is that you can afford to fully develop only one of the Inferno towns with all the upgrades and only build the creature dwellings + Castle in the rest. You ultimately have all of your creatures upgraded at much lower cost.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted November 06, 2011 01:46 PM

in that case it's not that expensive anymore

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X-ecutionner
X-ecutionner


Known Hero
posted November 07, 2011 04:53 PM

Lol

Conflux is clearly OP.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 25, 2011 08:41 PM
Edited by Salamandre at 20:47, 25 Nov 2011.

I would like to hear opinions about conflux from actual active players.
I hear often that there is no way to win against, but I don't recall flux being an extreme threat in ToH, years ago. Well, we also played open maps where skirmish started very early, so getting to level 7 fast was impossible.

Of course, the hit&run was a threat in itself, but except that, I don't see why it is so exceptional. Any detailed analysis for multiplayer? Or the advantages of his growth are related to closed templates, where you have more time?

And please don't answer if you did not play it a lot online. I am not interested by extrapolations from the manual infos, but more from personal experiences. Preferably stories about one game or another, where it turned out to be unbalanced or simply common town.
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fank0
fank0


Known Hero
There are no limits
posted November 29, 2011 10:59 AM
Edited by fank0 at 11:06, 29 Nov 2011.

Well, let me give it a try.

Heroes 3 Complete version / random template

Day 1 - upg pixies or build mage guild - depends on the territory around main town. If you need sprites to fight something then you upg pixies, if not you build mage guild so main hero and some scouts get magic.

Day 2 - build the other one.

With about 80 sprites you can easily defeat a lot of walking guards. All crypts are easily doable day 1 as well. Great advantage is that all scouts get at least 7 speed unit to move around with, so they explore faster. Grass is also the reachest area in general so you can exect some gardens, water wheels and such to boost economy.

Starting hero should be either Grindan (aim for mass slow early, Monere or Lacus. Monere is overall solid and Lacus has tactics on advanced level to start with and with water element speciality and autocombat "tactics trick" you can actually block shooters with 7 or less speed right from the start of battle. This is quite handy in a lot of situation as air elements hit hard and sprites can hit and run safely after shooters are blocked.

Conflux army has overall great speed so you should be able to fight neutral troops pretty easily by abusing the AI. Getting T-birds week 1 is definetely a possibility on most maps as they do not require too much resourse or gold. Only problem is when you do not get second level prebuild. Then in order to reach T-birds you need sacrifice sprite upg which can slow down you progress but is generally worthy as Birds are too good to pass on.

Conflux has one of the best mage guilds in the game (spell probabilities) and the best magic heroes in the game, so you are probably gonna end with some pretty desent scouts to fight off enemy scouts if needed. Speed of units is all important in that matter as you will often be able to play first in each round, therefore gaining advantage.

Magic university guarantees you get whatever school of magic you might need in the particular game, though it is more like a mid to late game building. Still excellent though.

Army lineup is solid, only earth elements are weak, but all other units are ok with sprites, air elementals, magic elementals and t-birds definetely being above average in their respective tier. Conflux also has a good building order so you do not have to sacrifies creature buildings (which castle/stronghold/dungeon often are force to). Getting T-birds week one without castle or even without citadel if second lvl is not prebuild actually allowes you to save gold to buy out most valuable troops (birds and elements) at the begging of second week so you can quickly hit whatever map locations you find desirable. Conservatories and hives (excluding 30 and 40 griffin conservatoris) are generally doable at the beggining of second week and if you get mass slow you can practically defeat even maxed out conservatory (no retal on sprites and elements + ability to move them around at your will with single spites). All elements are also pretty high on hit points so even if griffins morale a lot you should be able to survive. 4 angels are worth losing some tier 2-5 units to get early on.

The most important upgrade in the second week is psychic to magic elements which greatly improves your army. If you encounter an opponent early he will be forced to deal with them first if he wants to use any slow/haste mass efects to their full potential because at speed 9 or 10 (grass/Monere/Pasis) they are still pretty quick. They also can be abused in hives and conservatories due to multiple attack but this is an advanced tactics that you need to practice a little bit to fully comprehend.

Air elements may or may not be upgraded depending on what you are fighting against. With 30% offense bonus they are often more valuable as melee units rather then shooters. The only town you actually clearly cannot handle in shooting wars is tower with titans (very late game on most maps). Dungeon and Castle are generally weaker in that department because castle often skips monks to get to cavaliers with castle week 1 and dungeon shooters are nothing too special unless the opponent has dwelling and abuses the power of the POS.

Therefore in the late game you have a very solid army with great overall speed, a lot of immunities and the ability to replace two stacks (sprites and earth/fire) with angels and wyverns. You are guaranteed to pay first due to Phoenix crazy speed (unless AA with all speed artifacts and Mullich) so you should be able to use that to your advantage. Berserk is weak against you and a massive weapon in your arsenal. Your troops cannot be blinded which is also huge bonus. Bless is rather handy as most units have big difference in min max dmg but often you will have no time to cast it, as slow/haste/berserk/shield/prayer/implo/chain lightning are generally the better choice. You also get to cast first or last in every round, so you can eaither implo those AA/random powerstack or just blind them in the end of turn if opponent refuses to cast magic first.

Fighting utopias early is a bit of a problem as your units just do not dish out enough dmg but if you get some angels / wyverns it can be done week 2. With summon magic elements or ressurection it becomes a walk in the park. Black orb also helps greatly here as blind would be enough to do the job most of the time as well.

Skills you want for your heroes are Offense, Tactics, Armorer, Earth, Air (all those being of high priority), Logistics, Resistance (very handy skills more often then not), Pathfind, ARchery (situational but great if a lot of zones are on penalty terrain or you get a strong shooting stack), Water (Mass prayer, Bless, Cure, Dispell).

Conflux has the massive weakness of being unable to open lvl 7 dwell on the most popular template - jebus cross, as 6 t-birds are generally too much to handle. It can be done but you need tons of luck and some very specific things - high power heroes with lightning, angels, wyverns, tons of low level dwells. If you can pull it off though you are off for tremendous start week 2 as breaking 1 2 1 or 1 2 2 would not be a problem with so much Phoenixes.

Overall Conflux has no real weak spots and excells in both creature base, heroes, skill distribution and magic, making it a first pick for almost any map, provided Necro is banned. On superlarge maps with tough blocks necro can potentially be stronger but overall Flux is not much behind (if at all).

Hope that actually answers why Flux is a great town for competative multiplayer gaming.

EDIT

Spirit of Opression is amzing as it allows you to perfectly predict every movement of the AI, making fights with sprites against walker units very easy. You get tons of experience quick and hopefully a lot of resource/arties. With no morale you can actually open full treasuries week 1 without any problem
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SkeleTony
SkeleTony


Hired Hero
posted November 29, 2011 11:45 AM
Edited by angelito at 13:10, 29 Nov 2011.

'Firebirds'...not "T-birds". The Thunderbirds are Stronghold.


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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 29, 2011 12:16 PM

...and that's why you had to quote full-page post from above?
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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted November 29, 2011 03:00 PM

If you wait until second week before going for battles aren't you already very far behind??

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fank0
fank0


Known Hero
There are no limits
posted December 07, 2011 01:13 PM

Quote:
If you wait until second week before going for battles aren't you already very far behind??


I never said that. Actually, i encourage you to fight as much as possible in week 1, as it is important for both economics reasons and for hero development. Fortunately, Flux is one of the towns that can do very hard battles week 1 with low risk of suiciding.
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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted December 08, 2011 04:50 PM

Quote:
Hope that actually answers why Flux is a great town for competative multiplayer gaming.



Congrats! This was a perfect description!


Just to note that you just have to have Phoenixes+Armaggedon and the Map is toast (Hordes of Archangels for e.g. is no problem).
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 08, 2011 07:32 PM

Yes, it answered half of my question, as it seems to be map related. If you have the time to get phoenixes and Armageddon, I agree it will be hard. Templates were never played before (they were bad made before WCL), and I don't recall flux being a threat on open maps, probably because no one had the time to go until birds and mage guild.

But same issue is with Tazar or Crag. They give a serious bonus if well developed. But they are still not banned.

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