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Thread: some pointers versus undead for academy | |
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psionshaper
Tavern Dweller
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posted October 24, 2006 04:42 PM |
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some pointers versus undead for academy
Can someone give me some specific advice versus undead as academy? Things I allready know:
get mass deflection (and resurrection if possible)
get puppetmaster/blind/frenzy (not sure if all work versus undead)..
get evasion (defence skill)
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garzahd
Tavern Dweller
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posted October 24, 2006 06:28 PM |
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Having Dark magic as academy is difficult, since you'll likely need an external neutral town to finish off your spell list. I wouldn't recommend it.
In early/mid game, aggressively take XP from 2000/1500 chests; you need as many skills as possible, and if something nice like logistics appears, it can put you way ahead.
If you encounter the enemy before late endgame, use your extra army slots to divide up your archmages. This greatly improves their damage, particularly against those stupid ghosts.
Know which spell schools are present in all the races' mage guilds. For instance, if you find a neutral Elven, Inferno, or Dungeon town early, you've got license to reorient yourself as a Destruction caster.
Anti-Dark-Magic tactics:
- Light magic is good. You will probably want mass cleansing.
- Buy Titans; they're mind-control-immune.
- In combat, park your gargoyles between your mages and kitties. Both of the latter are common frenzy targets.
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Tapani
Adventuring Hero
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posted October 24, 2006 07:17 PM |
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My experience is from long games on large maps.
Necro is ridiculously overpowered (as in homm3). The only race i can see having a shadow of a chance at beating them is a very very lucky demon lord (and that only by obtaining Sandro's cloak).
My advice is to try rushing as fast as possible before he gets too many skeletons. Pray.
//Tapani
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fraudatio
Famous Hero
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posted October 24, 2006 08:07 PM |
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Quote:
My experience is from long games on large maps.
Necro is ridiculously overpowered (as in homm3). The only race i can see having a shadow of a chance at beating them is a very very lucky demon lord (and that only by obtaining Sandro's cloak).
My advice is to try rushing as fast as possible before he gets too many skeletons. Pray.
//Tapani
Hmm, you other guys, is this true?
I tend to play necro, and especially Haven/Dungeon usually make it a good fight. If you get to a necro hero before lvl 15-17 it is quite possible that he hasnt got all the critical skills yet...
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Tapani
Adventuring Hero
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posted October 24, 2006 09:05 PM |
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Edited by Tapani at 21:06, 24 Oct 2006.
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Quote:
I tend to play necro, and especially Haven/Dungeon usually make it a good fight. If you get to a necro hero before lvl 15-17 it is quite possible that he hasnt got all the critical skills yet...
(sorry for slowly drifting off topic in this thread...)
This is the strategy I ended up with when we still allowed playing necro. Give it a try it the next time :-) It should work on maps where you will be safe from rushes for at least a few weeks. Also we always play on heroic difficulty.
For the choice of hero: pre patch 1.3, go for Vladimir and for instance Orson or Zoltan in 1.3.
Phase one
Your first goal for the hero is to pump your necromancy skill, everything else is secondary. Do not choose any new skills, neither should you take any abilities until you have expert necromancy. Improve whatever skill you have if you did not get the choce of improving necromancy. You should NOT take the skeleton archer ability, that would give you 20% less skeletons.
For the town, your first priorities are to get the upgraded skeleton building for upgrading to skel. archers, and the necromancy boost building (cannot remember its name, it gives 10% extra necromancy).
After this, the first priority for your gold is to use it to upgrade your raised skellies to archers. If you have surplus, go for the city hall, castle and slowly build up the town.
When choosing battles before you get expert necro, few high level creatures are more beneficial than many small creatures. Also remember that the monster stacks grow 11% every week, meaning 11% more skellies if you let them be for a week. Spare all non-essential stacks until you have expert necro.
Phase two
You have expert necro, and almost a legion of skellie archers. For the hero your goal is to go for defence and offense - to get frenzy, archery and vitality. Eternal servitude is nice as well, even if you loose a few skellies/zombies whatever you get to keep them as skeletons. (And the computer can manage to loose a few now and then - you do have quick combat enabled, right?)
You advance with two heroes, the main hero and one for stockpiling all the joiners you will get. Occasionally you can return home and transform all joined creatures to necro units. If you happen have any units of the kind you are going to attack, have them onboard the main hero before you attack them - greater chance for them to join you that way. Once your army is hairy enough, you will get one stack to join every day (assuming you attack 4-5 of them each day).
Once you start to feel confident of your victory, you can select the skeleton archers ability.
Good luck, even if you will not need much of that ;-)
//Tapani
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zilonite
Famous Hero
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posted October 24, 2006 09:26 PM |
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Quote:
Quote:
My experience is from long games on large maps.
Necro is ridiculously overpowered (as in homm3). The only race i can see having a shadow of a chance at beating them is a very very lucky demon lord (and that only by obtaining Sandro's cloak).
My advice is to try rushing as fast as possible before he gets too many skeletons. Pray.
//Tapani
Hmm, you other guys, is this true?
I tend to play necro, and especially Haven/Dungeon usually make it a good fight. If you get to a necro hero before lvl 15-17 it is quite possible that he hasnt got all the critical skills yet...
True partly. True regarding fast rushing. True regarding praying
As for overpowered - will be happy to have game against necro as haven anytime, as Deleb most of the time.
P.S.And, Fraudatio, just don't mentioned that damn game, where i lost on Dead Man Lake as a Haven to your Necro
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Elephants commonly have a bad eyesight. Yet with their bulk this is not a major problem for them.
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fraudatio
Famous Hero
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posted October 24, 2006 09:47 PM |
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P.S.And, Fraudatio, just don't mentioned that damn game, where i lost on Dead Man Lake as a Haven to your Necro
Oki, Zilo, I won`t At least not if you don`t mention the replay were you beat me in 14 days on the very same map...
Look forward to burn your hero to ashes and bury them in the sand tomorrow or later mate
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zilonite
Famous Hero
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posted October 25, 2006 05:52 AM |
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Quote:
Look forward to burn your hero to ashes and bury them in the sand tomorrow or later mate
Sounds like a plan...
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Elephants commonly have a bad eyesight. Yet with their bulk this is not a major problem for them.
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fiur
Promising
Supreme Hero
Map Creator
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posted October 25, 2006 09:23 AM |
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Quote: Can someone give me some specific advice versus undead as academy? Things I allready know:
get mass deflection (and resurrection if possible)
get puppetmaster/blind/frenzy (not sure if all work versus undead)..
get evasion (defence skill)
Well take a look here..... I guess you'll find what you are looking for....
Academy Strategies
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Shauku83
Promising
Famous Hero
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posted October 25, 2006 08:07 PM |
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If you go for Dark Magic (which imo you can as Academy has a good change in those spells too) make sure to get that Seal of Darkness. That hinders necro Very much. However, not every necro goes for Dark. Keep an eye on the Thieves Guild if you went for Random heroes, it is Wizards close friend.
Light is what keeps Wizards on the game. And is even a better counter against that Dark Magic of theirs. AS you mentioned that Deflect Missiles is something that necro can do nothing about.
You can also select a Hero against any other one. Havez + remote control against Kaspar is very nice
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insatiable
Supreme Hero
Ultimate N00bidity
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posted October 25, 2006 08:26 PM |
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if i hear the word overpowder again im going to be selfkilled im alrdy sick bleuh
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sphere
Supreme Hero
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posted October 25, 2006 10:35 PM |
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Hey,
- When choosing battles before you get expert necro, few high level creatures are more beneficial than many small creatures. Also remember that the monster stacks grow 11% every week, meaning 11% more skellies if you let them be for a week. Spare all non-essential stacks until you have expert necro. -- I'd rather loose a game than be sitting around with a calculator getting to that.. lol ...
- And if i hear the word overpowder again im going to be selfkilled im alrdy sick bleuh
- Imps ... I partly agree.. but hell try to re-arrange your playstyle then... it's a frikkin game for crying out loud. No one forces you into a 6+ hour game.. YOU turn on the comp, YOU enter Ubi/hamachi
- Guz
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Who is this General Failure, and why is he looking at my disk ?
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psionshaper
Tavern Dweller
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posted October 26, 2006 12:50 PM |
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Mmmm that necro strategy and the webpage about academy strategy makes me realize I still have much to learn.
Something else, I have the big homm5 guide in pdf, but nowhere can I find what races are likely to get specific types of magic spells in their mage guilds, but its a big guide, maybe I missed it.. Where can I find this kind of info? I was even considering not picking up the magic skills untill after I build at least a level 4 mage guild to see which magic would have the best spells...
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Shauku83
Promising
Famous Hero
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posted October 27, 2006 04:26 AM |
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Haven - Light & Dark
Inferno - Dark & Destructive
Necropolis - Dark & Summoning
Dungeon - Destructive & Summoning
Sylvan - Light & Destructive
Academy - Summoning & Light
Academy also has a good change at learning Dark & Destructive with Library.
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sphere
Supreme Hero
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posted October 27, 2006 10:36 AM |
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Hey,
Quote: Haven - Light & Dark
Inferno - Dark & Destructive
Necropolis - Dark & Summoning
Dungeon - Destructive & Summoning
Sylvan - Light & Destructive
Academy - Summoning & Light
Academy also has a good change at learning Dark & Destructive with Library.
- Also you could just look at the AoH site : H5 -Spells
- Guz
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Who is this General Failure, and why is he looking at my disk ?
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