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Fauch
Responsible
Undefeatable Hero
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posted September 25, 2010 05:57 PM |
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you would think arcane archers, even with triple growth, would die quickly against titans + archmages + castle + spells.
druids seem much harder, but they deal only one quarter of their damage behind the castle walls, right?
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EGNO
Tavern Dweller
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posted September 27, 2010 08:04 PM |
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Well yes, he did shot a couple of times with Rain of Arrows but after that he stopped, maybe his mana were already ut, I don't know, but that rain really hurts.
Aslo I did not cast any Mass because I did not had them. I only used MOTW with summon different spells.
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Warlord
Famous Hero
Lord of Image Spam
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posted September 29, 2010 03:16 AM |
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Edited by Warlord at 03:18, 29 Sep 2010.
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Just curious, what skills/perks did you have?
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EGNO
Tavern Dweller
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posted October 01, 2010 10:48 PM |
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Well I made a lot of mistakes choosing my skills, but, as it was:
Expert Luck
magic ress
solder luck
dead mana
Expert Summon Magic
master earth
master conjur
fog veil
Advanced Enlightment
intell
wizz rew
Advanced Sorcery
arcane train
counterspell
Basic Light Magic
no perks
+ the hero specials liko MOTW and MAgicMirr +ConsArt
Pretty newbie, but I am improving (although I play Heroes from 1999 I found that I still have a lot to learn about, especially the 5th game)
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Mystearica
Tavern Dweller
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posted October 12, 2010 02:40 AM |
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Very informative post! Gonna try this town now and thanks for the mob status info
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zaio-baio
Promising
Famous Hero
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posted December 31, 2010 04:38 PM |
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hi guys,
played academy today and i got kinda disappointed ( imo best faction overall, heaven is ,however, my favourite) - i just got the wrong spells :X lvl 5 - word of light (nice), arcane armor ( no phoenix) and armageddon - and ive got light + summoning :X ( oponnent - heaven, storm wind + fog vail wtf )
map was disputed island, no chance to learn anything above lvl 3 from map locations ... , so how do u play aca - u first build up the magic guild till lvl 5 and then pick magic, or pick a school or two and then just hope for the right spells ?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted December 31, 2010 04:44 PM |
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Up to the map and challenge difficulty. In a long map I will often pick light/summoning(possibly substituting light with dark), in a short one either destructive or summoning. But disputed island is a bad map, first to defeat the phoenixes gets all middle area, rushes and wins. I do not know if it is possible for all factions(probably not) but some can defeat the phoenixes as early as week 3 or week 4 the latest. Rule of the thumb is build mage guild 2 early and to plan ahead, besides you can skip golems and rakshasas for the first few weeks. In fact it's the standard way to play.
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Map also hosted on Moddb
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zaio-baio
Promising
Famous Hero
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posted December 31, 2010 05:06 PM |
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ok, and how strong is the ring of banishment ? for instance - i pick necro/academy and i rish only with summoning, but the opponent has this ring, so could it win the game for him ?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted December 31, 2010 05:09 PM |
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You tell me. That's a vague question that cannot be replied to accurately.
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Map also hosted on Moddb
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Lieu
Tavern Dweller
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posted January 26, 2011 05:18 PM |
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What is the general approach for dealing with "expected" skills and spells? Creeping at an efficient pace I hope to end up in my early teens somewhere in week 2... or map depending. Offers of light/dark magic have come up but I just don't know what's in the top levels of the mage guild yet. I would likely be inclined to choose early if the mass buffs made themselves clear and depending on opponent, but it seems half the time the buffs aren't leaning in one way in particular - or in a good way at all. After the buffs, there is that 50% chance of getting resurrect. 50% chance too of getting frenzy after library. 83.3%(5/6) chance of getting at least frenzy or blind. ~30.5%(11/36) of puppetmaster. Does light magic have any merit at all without resurrect and while not against a dark user?
So faced with an unclear early situation, what indicators do I use? I feel I can't really wait if I actually want a chance at the right perks. When should my mage guild be getting complete usually? Everything wants to use up my ore Gold is not so much a problem with chests around.
And defense skill. Love/hate. I value it highly and cherish it. Then it never comes up and I am heartbroken. I swear to never trust that skill again, then it shows its sorry little shield icon face the next game and I just can't turn it away. How do you actually plan your skills around this one? If you have skills in summoning, sorcery, enlightenment and, say, either light or dark, then with the weightings in the manual it leaves you with a 0.02/0.4 (or 0.42 actually for dark) chance per level. 5%. If that started at level 1 (it doesn't) through to 18, we would see 1 - .95^18 = .603... = ~60% chance of getting defense by this point. And really it's not quite this high because of early levels.
Seriously, how do you plan around this? At best you can get some more defense chances per level by having expert skills and maybe get a 70% chance but you are pushing it. Add that to the mage guild lottery and what approach do you take to reliably build your hero? Someone much more experienced than me should be familiar with the usual expected outcomes.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted January 27, 2011 09:15 AM |
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I owe you a reply, could not get to it the other day because when I returned in the evening HC was down. I should find some time later.
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Map also hosted on Moddb
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted January 27, 2011 10:50 AM |
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Edited by Elvin at 10:57, 27 Jan 2011.
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Academy is an unpredictable faction for both you and your opponent I'd say simply be creative, pay attention to the map and you won't fail. Is the map medium and poor? Light/summoning will do. Is the map short and/or has power/elemental arties? Go destructive. Did you get slow? Dark is nice even if you won't get a better dark spell for a while. Rule of the thumb is avoid getting masteries before you build at least mage guild 1. WIth light master of wrath is the safest choice, even if you don't get haste you could get righteous might later or you could simply get arcane intuition and learn it from your archmages or neutrals. Same for destructive, it's easy to learn fireball from a unit. And yes light is always good to have unless you plan to rush the opponent.
Defense rocks but it is never guaranteed or even easy to get. Just pray to whatever dragon God might be listening and wait
I also have an academy guide that should clear up a few things. Also this thread has some insights of mine when I was beginning to discover the faction. You may want to skip the first half of the first page, I was a noob back then
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Lieu
Tavern Dweller
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posted January 28, 2011 02:57 AM |
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Very insightful reading
It really seems academy is very much ad hoc - piece it all together from what you can see at any given time. Only makes me want to play academy more
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted January 28, 2011 08:37 AM |
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You have the makings of a true wizard then
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Map also hosted on Moddb
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lanteean
Hired Hero
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posted July 11, 2014 07:01 PM |
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I tried for some time now to get Arcane Omniscience for Galib, but i can't seem to get it, altough the skillwheel allows it; did anyone manage to get it (for Galib or someone else)?
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Bluesky
Adventuring Hero
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posted August 20, 2014 06:18 PM |
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Academy is the strongest faction around,but only in the far later game.If you attack them in the first weeks,they won't stand a chance.
They have very good magic bonuses (spellpower and knowledge) but start with 0 defense & offense,and will grow very slow through out the levels...so fighting with them early on is a real pain in the neck.
To compensate on the differences between stats,I always get Enlightment whenever I can.
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zaio-baio
Promising
Famous Hero
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posted August 21, 2014 12:11 AM |
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Bluesky said: Academy is the strongest faction around,but only in the far later game.If you attack them in the first weeks,they won't stand a chance.
They have very good magic bonuses (spellpower and knowledge) but start with 0 defense & offense,and will grow very slow through out the levels...so fighting with them early on is a real pain in the neck.
To compensate on the differences between stats,I always get Enlightment whenever I can.
Academy's potential is charming, but its very likely that Dwarves, Evles, Humans and Orcs will destroy them pretty easy week 6+. On the other hand Havez is one of the best early game heroes, so small maps are where academy shines most.
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darkprince
Adventuring Hero
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posted August 21, 2014 02:08 AM |
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Bluesky said: Academy is the strongest faction around,but only in the far later game.If you attack them in the first weeks,they won't stand a chance.
They have very good magic bonuses (spellpower and knowledge) but start with 0 defense & offense,and will grow very slow through out the levels...so fighting with them early on is a real pain in the neck.
To compensate on the differences between stats,I always get Enlightment whenever I can.
zaio-baio said: Academy's potential is charming, but its very likely that Dwarves, Evles, Humans and Orcs will destroy them pretty easy week 6+. On the other hand Havez is one of the best early game heroes, so small maps are where academy shines most.
zaio-baio is right about Academy's early game advantage. Havez, Nur, Jhora, Narxes can grow pretty fast and few fractions can face them in 2-week battles.
Later on, Academy heroes got mini artifacts (+attack/+defense/+initiatives) equipped to become formidable mighty heroes.
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HeroicDman81
Hired Hero
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posted October 27, 2016 01:27 AM |
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Best Artificer artifact combo??
If I have Expert Artificer on a hero, Level 12 or something.
And I have all Academy creatures now upgraded, some alternatively.
What is the best Combo Artifacts to create for ALL 7 creatures?
Just curious what others create for each creature, as there are so many combo possibilities. I mean, some artifacts can be made to boost the features of a creature, while others can be made to offset what a creature lacks... so how does one make what for whom?? ANd I prefer to make those artifacts to full potential, using all three slots, making use of the Expert Artificer level. I know, they are extremely expensive at this point, which is why i'm kind of here, hoping to get better ideas or guidance so not to waste on the artifacts which may not work so well.
Maybe it differs depending on the creature upgrades? or No?
My current hero creature setup is
Master Gremlin
Obsidian Gargoyle
Magnetic G.
Archmage
Djinn Visier
Rakshastra Kshatra
Storm Titan
Edit... adding example.
To show one of my artifacts designed, weather a good choice or not... I made the "Carefull bull Amulet of Peircing" (+2 Health/+3 Defense/+3 Attack per creature) for the Master Gremlins which is a stack of x231 atm!
The masters will help keep the Golems alive, but will also attack from range when not repairing. The sheer numbers will make him a target for other range attacks, so I wanna keep him alive longer than possible, and protected. Hence the health and defense. Sense he is one of the first to move beginning of fight, he'll fire off before Golems ever get damage, so i added attack as well to make him more effective in the fight. Protecting the Masters from spells, the Magnetic Golem starts off by the Master's side, with the archmage the other side.
The Carefull Bull Am of Prcg was also the best value atm. It only cost me 15 wood/ore, 25 Cry, and 5 Gems. With Health and Def, i tried other options for 3rd, and they all had other res including sulfer and murc for all three... pretty steep!
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markmasters
Famous Hero
Dragon of justice
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posted October 27, 2016 03:12 PM |
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attack and defence skills on mini-arties lose their value late in the game because those stats can be boosted by map objects, artefacts, spells etc. That does not mean those stats are not good, but you can boost your creatures with better options generally
So your +3 attack on gremlins with let's say 12 attack, would be a 25% upgrade. But if you add +2 damage it goes from 1-2 to 3-4, which is more then double the value.
Same counts for other creatures, a titan on't like health or + damage, but initiative is good there! magic resistant might help, depending on opposing faction. defence and attack are great for golems though i'd say, or even HP as well.
I'm far from a pro, but just thought I could add these two cents because I also had a hard time figuring out what to do
Edit: Because i explained it poorly before
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