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Thread: Heroes 5 Strategy: Playing Inferno Faction | This thread is pages long: 1 ... 9 10 11 12 13 ... 20 30 · «PREV / NEXT» |
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pinkspear
Known Hero
Crazy like a fool
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posted December 06, 2007 03:17 PM |
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Quote: So cereberus + upgraded succubus + horses/upg horses are the backbone to go for Inferno?
Yep, these creatures have good growth rates and abilities. Familiars are fragile, demons lack offensive power, and while Pit spawns are nice, you probably won't have too many of them.
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Veteranewbie
Adventuring Hero
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posted December 06, 2007 04:02 PM |
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Quote:
Quote: So cereberus + upgraded succubus + horses/upg horses are the backbone to go for Inferno?
Yep, these creatures have good growth rates and abilities. Familiars are fragile, demons lack offensive power, and while Pit spawns are nice, you probably won't have too many of them.
Personally I find Pit Lords quite useful for creeping (even w/o upgrade) for their fireball abilities... though perhaps I can have my money spend better
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Velocity
Hired Hero
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posted December 07, 2007 03:01 PM |
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Top priority in the game is to keep Pit lords and Succubuses alive, they are your best units.
Familiars are great at draining mana and taking the hits since enemy usually focuses on them if he wants to save any mana. Demons are great with Grok's teleport, they became great bombs to throw at packs of enemies and great tanks to take enemy retalitions.
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Veteranewbie
Adventuring Hero
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posted December 08, 2007 05:44 PM |
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I am a bit curious, Firehounds or Nightmare/Hell Stallion, which one should I upgrade first? (For creeping purpose, primarily)
Both can march across the field in one turn. The dog upgrade no-retal is nice if it can't kill in one goal or there are separated multi-stacks, but the horse is a tougher unit and it may take a few beatings before going down unlike the dogs (if i am unfortunate enough to have to take some hits from the creeps)
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arxur
Adventuring Hero
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posted December 08, 2007 10:09 PM |
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Upgarade the hounds first.
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Veteranewbie
Adventuring Hero
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posted December 18, 2007 05:28 PM |
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Just done reading through some old threads concerning Inferno strategy
The opinions seem to split between using imps/familiars to creep and risk losing some of them, or uses the demons (but much less effective as a damage dealer than familiars) With tote, should demons still be used as fodders (with the new leaper)?
Now assuming I am playing a normal map with normal level of creep (other things being random including my hero and opponent race), should I follow the imp-path or the demon-path?
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pinkspear
Known Hero
Crazy like a fool
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posted December 18, 2007 07:02 PM |
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Quote:
Now assuming I am playing a normal map with normal level of creep (other things being random including my hero and opponent race), should I follow the imp-path or the demon-path?
I advice going with the familiars, and leave the demons for fodder. For creeping, you have to get war machines+ballista asap, since with inferno , thats the only way to a succesful creeping, also first aid skill is quite useful. Note that on normal and small maps, the demon upgrade building is quite costly. You might even consider going for upg. hell hounds instead of familiars, imho it's just a matter of taste which one do you choose, both are effective. If you choose the hounds, your starting hero should be nebiros, since he starts with tactics skill, which will ensure that your hounds can reach every creep on the battlefield.
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Veteranewbie
Adventuring Hero
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posted December 19, 2007 04:36 AM |
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Quote:
Quote:
Now assuming I am playing a normal map with normal level of creep (other things being random including my hero and opponent race), should I follow the imp-path or the demon-path?
I advice going with the familiars, and leave the demons for fodder. For creeping, you have to get war machines+ballista asap, since with inferno , thats the only way to a succesful creeping, also first aid skill is quite useful. Note that on normal and small maps, the demon upgrade building is quite costly. You might even consider going for upg. hell hounds instead of familiars, imho it's just a matter of taste which one do you choose, both are effective. If you choose the hounds, your starting hero should be nebiros, since he starts with tactics skill, which will ensure that your hounds can reach every creep on the battlefield.
It seems that every creep just target my familiars when they have the chance and ignore my demon fodders (so it is very possible to lose a familiar here and there) Ballista at the first week won't deal enough damages in allowing you to confidently destroy all creeps before they cross the field
Of course I will always want to get cerberus ASAP if I can, though in most case it can't be done immediately and especially alot of maps start on a lvl 1 town. And let's not forget the cerberus upgrade is so wood demanding
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Veteranewbie
Adventuring Hero
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posted December 19, 2007 01:19 PM |
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Quote:
Quote:
Now assuming I am playing a normal map with normal level of creep (other things being random including my hero and opponent race), should I follow the imp-path or the demon-path?
I advice going with the familiars, and leave the demons for fodder. For creeping, you have to get war machines+ballista asap, since with inferno , thats the only way to a succesful creeping, also first aid skill is quite useful. Note that on normal and small maps, the demon upgrade building is quite costly. You might even consider going for upg. hell hounds instead of familiars, imho it's just a matter of taste which one do you choose, both are effective. If you choose the hounds, your starting hero should be nebiros, since he starts with tactics skill, which will ensure that your hounds can reach every creep on the battlefield.
I think upg imps and upg hounds don't exclude each other
One reqs a lot of wood and other just ore (unless I have mistaken)
But imo I will most likely get imps first as getting upg hounds will need to wait for a few days (day5~6 at least, before one will get cerberus to kick ass), when I should really clear the ore/wood mine by the 1st or 2nd day
Alas in my humble opinion Inferno creeping can be 'equalized' with other factions by changing a few things - first, as someone suggested, gating should be made to allow one to replace fallen troops and not exceeding the original size (though it may be problematic perhaps after the final showdown with your enemy. Imagine you have defeated your opponent and wiped out his entire army, while in the end you suffer nearly zero losses due to the replacing gated units)
Second, perhaps Vermin can be made to siphon creatures' mana? This may solve the creeping against casters problem
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kermit
Known Hero
Soul hunter
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posted February 06, 2008 01:58 PM |
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Edited by kermit at 14:10, 06 Feb 2008.
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Back to the basics
I played a few games as Inferno lately and I found getting the right skills alot harder than in the past (1.5) because of all the gating perk prerequisites in ToTE
Teleport assault is hard to get now because you need to get consume corps first, then try your luck for swift gating which is only 1 out of the 4 basic logistic perks. Then you need path finding that opens up yet another 3 perks... needless to say that teleport assault is hidden in an enormous amount of alternate perks so the chances for it actually apearing are rather slim.
Same goes for flaming arrows: prereq is extrutiating strike which itself requires mark of the damned, and even if you get that you still need to get frenzy and hope you get offered the arrows soon.
Triple balista: if you get balista first and hellfire asap you have a good chance at triple balista, but that means maybe skipping the tent until later. But tent is much more usefull than balista for inferno creeping especially early on vs ranged and it's a shame to loose that creeping speed. Unfortunately getting tent or mark of the damned before balista adds plague tent or/and tremors to the skills that spam your choices thus making triple balista much harder to get.
Dark perks: Actually I'm quite happy with shroud of darkness having so low prereqs. Dark perks have the least prereqs for inferno making them a very reliable path.
Overall it seems to me that interesting might perks such as teleport assault or flaming arrows have too many prereqs for inferno now making them too unreliable choices in inferno strategies, forcing the new inferno to be much more magic oriented than it was.
What says you? How do you go about getting the right perks with inferno?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted February 06, 2008 02:06 PM |
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Not exactly. Inferno has triple ballista now(and quite easy to get), flaming arrows is an overcompensation with your insane bonuses against zero defense. Only thing I don't like is teleport assault as it is.
You can still get flaming arrows but you'd have to give up on dark in a medium game. Which is balanced, both dark and flaming ballista is a crazy advantage. You could say that haven can get it but it will not be nearly as effective.
Orcs can get flaming arrows much faster but on the other hand they are vulnerable to dark.
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DarkShadow
Legendary Hero
Cerise Princess
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posted February 06, 2008 05:32 PM |
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Am really in middle of battle now,playing against sylvan.They only got stack of sprite's,arcane archer's,some unicorn's and 1 or 2 green dragon wich I have puppeted,now it's grunt's turn,should i go for archer's or unicorn's?if I attack archers my pit guard's will die (I mean those alt pit guy's) but if I kill unicorn's my last archdevil's will die.
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pinkspear
Known Hero
Crazy like a fool
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posted February 06, 2008 07:02 PM |
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Going for Flaming Arrows is a good idea, since you'll end up with useful skills even if arrows won't show up. Battle frenzy, excr strike and hellfire are great pre-requisites anyway.
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Drunk_Lord
Known Hero
very happy hero :)
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posted February 14, 2008 03:21 PM |
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What about luck(resourcefulness), enlightenment on exp, triple balista. Yes, It's unlikely to get enlightenment but it's worth. Elightenment really boosts balista(through ATT and KN), triple balista with fireball is great, it may have some lucky attacks too. Also resourcefulness helps very much. It increases ur resources and thus ur creeping power. My second priority usually is to get attack-flaming arrows so nothing more stands in ur way
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The_Gootch
Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
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posted February 23, 2008 05:01 AM |
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If you're going the flaming arrows route, try to get excruciating strike as quickly as possible, especially before Battle Frenzy. That way you don't have to deal as much with dumb perks like Power of Speed.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted February 23, 2008 08:28 AM |
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Point understood but that's far from a dumb perk..
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Sargeras
Known Hero
the Fallen
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posted February 23, 2008 04:52 PM |
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...basicly agreed with Drunk_Lord..., except the enlightenment ofcourse
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Now they shall be consumed by the very flame they sought to control...
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shardik
Adventuring Hero
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posted February 25, 2008 01:16 PM |
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While I am waiting for a TotE Inferno guide to arrive, you guys might be able to answer some of my questions about this town.
I love the inferno theme. I love the design of the creatures and the town, and I find an attack and speed oriented might town pretty interesting. I do however also find Inferno somewhat weak. I hope I am wrong though, which is why I turn to every demon-player out there, to get some input.
I have alot of questions, and I do not expect anyone to answer all of them, as they may require a long answer. Any help is appreciated, so just answer whatever you feel like.
1: How does Inferno compare to other towns in the early, mid, and late game? (regarding the overall strength of the town)
2: What are the most popular (best) creeping strategies? I know about using Grok and Deleb, but I am not sure about skill selection, creature selection, and so forth. I find it hard to reliably build up my town on hard level, as I always run out of sulfur before I get my chargers.
3: Talking about skills, which are considered the important/good skills for demon lords, and furthermore, which perks should I strive to get? Any commonly considered best build?
4: Which creatures are better on each level? Is there any "must haves"?
I hope this can get the inferno-thread going. Oh, and that you in advance for every answer I might get.
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samiekl
Supreme Hero
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posted February 25, 2008 01:41 PM |
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Edited by samiekl at 13:48, 25 Feb 2008.
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Quote:
1: How does Inferno compare to other towns in the early, mid, and late game? (regarding the overall strength of the town)
2: What are the most popular (best) creeping strategies? I know about using Grok and Deleb, but I am not sure about skill selection, creature selection, and so forth. I find it hard to reliably build up my town on hard level, as I always run out of sulfur before I get my chargers.
3: Talking about skills, which are considered the important/good skills for demon lords, and furthermore, which perks should I strive to get? Any commonly considered best build?
4: Which creatures are better on each level? Is there any "must haves"?
1: Strong, decent, very strong
2: Any inferno hero is good, but require different strategies for creeping.
3: Depends... Attack, Dark Magic, Enlightenment, Warmachines, Logistics. There are many combinations, but i find myself picking those most of the times. With perks...depends again
5: All units are useful. There are different creeping strategies that require different units. Dogs + Succubi, Dogs + Nightmares, Ballista + Demons + Tent.
By the way, if you're offered light magic early, take it and leave warmachines out. Its incredibly good for inferno.
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TheDeath
Responsible
Undefeatable Hero
with serious business
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posted February 25, 2008 01:55 PM |
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Quote: By the way, if you're offered light magic early, take it and leave warmachines out. Its incredibly good for inferno.
They don't have it in the guild though
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